Development on our Machinima show “The Complex” is moving forward in 2 fronts. I am in the process of building out our first set map (the apartment building) and our programmers are researching in preparation for creating our live-performance mod.
So what is being worked on in the apartment right now? Read the full post and find out!
WARNING: Product contains images and language that are geeky in nature!
I am also re-skinning existing models to either make them better fit our map, or to give them a specific appearance. For example, I just started re-skinning the “van” model from the new militia map. The re-skin turns the old beat up van into the AV Action News Van. This transformation will be made more complete with the addition of various antenna and satellite dish models that better fit the van.
One tool that will be helping me create new textures is Filter Forge. This new application (just out of beta) lets you create procedural textures using a linked node interface. Simply drag and link the inputs/outputs on various nodes, and create any type of procedural texture you can imagine. The application also generates specular and normal maps for your textures, which is incredibly handy for game texture design. Click the crystal texture seen to the left of this paragraph to see an example of the normal maps, bump maps, diffuse maps, and specular maps that Filter Forge generates for your textures. The examples are on the bottom of the linked page. I plan to redo the stucco texture for the entire apartment with this application.
So what’s next?
I’m in the process of editing a new walkthrough video (it’s all recorded now, just putting the pieces together and shortening it) which should be ready for release next week. The video shows a lot of work-in-progress areas of the map, so it’s a bit of a behind-the-curtain look into the development process. On that same note, I plan to start sharing more of the development process here on the blog. As I start building new textures, adding structure to the map, lighting, adding models, etc., I will be posting updates here, so stay tuned!
And as always, feel free to post you ideas/suggestions/comments here or in our forums.