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Concept Art
Concept Art
| Name: | Francisco Morales | |
|---|---|---|
| Date Posted: | Apr 22, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Francisco Morales |
Blog post
Here are some concept art pics for a few of the different races.




[image]http://img181.imageshack.us/img181/4645/brutorscan2smallks8.th.jpg[/image...




[image]http://img181.imageshack.us/img181/4645/brutorscan2smallks8.th.jpg[/image...
Recent Blog Posts
| List: | 04/22/07 - Concept Art 04/21/07 - Project Unlife |
|---|
Submit your own resources!| James Laker (BurNinG) (Apr 22, 2007 at 14:57 GMT) |
Edited on Apr 22, 2007 14:59 GMT
| Tom Bentz (Apr 22, 2007 at 18:09 GMT) |
| David Higgins (Apr 22, 2007 at 20:22 GMT) |
great job on the art though!

| Francisco Morales (Apr 22, 2007 at 21:06 GMT) |
| Francisco Morales (Apr 22, 2007 at 21:18 GMT) |
| Leroy Frederick (Apr 23, 2007 at 09:03 GMT) |
| Francisco Morales (Apr 25, 2007 at 03:20 GMT) |
| David Higgins (Apr 25, 2007 at 03:42 GMT) |
| Francisco Morales (Apr 25, 2007 at 05:10 GMT) |
But in case your not going to jump to these, the main reason is that Torque has been disappointing as far as a development platform. I can deal without all the bells and whistles that modern engines have although I do not understand why they have not become standard, like built in transparency support for buildings, bump maps, doors, elevators, the list goes on. What I cannot work past(in a reasonable time frame) is the terrible documentation. I seem to keep hitting documentation barriers when trying to figure out certain things such as the light editor, exporter documentation, animation set up, ect.
GG depends too much on the community to document its engine and this leads to conflicting info in fact I read a developer post from 2002 from an employee stating this fact. For example LOD information in some areas is stated to be based on the objects pixel height, and in others pixel width. TDN is all but blank on scripting and maya for example. The community is generally good here, but is not a replacement for detailed, organized, and up-to-date documentation.
Game development is hard enough and content creation extremely time intensive, I would never have guessed that I would be spending several hours a day just trying to figure out what a ski node is for example, still do not know by-the-way. Or figuring out how to properly set up and script a character. It boils down to a matter of time, I am currently unemployed and was trying to use this project as a portfolio piece and develop it into a game. My scope has changed into it strictly being a portfolio piece as hey we all got to eat.
Also note that the mmokit I had planned on utilizing is about a year from completion from their own estimation so that is another factor I had not considered in my long term and short term goals. My goals now entirely revolve around getting a full time job and investing anywhere between 10-18 hours a day trying to figure out how something works in torque is not a good investment in time. I would rather spend that time modeling a character out in maya, animating it, and merely having the videos posted on my site, or even writing out stories from my game world than battling with integrating it into torque day in and day out.
The last factor that sealed the coffin is that I am also working on the project: www.moonbaseone.blogspot.com as the sole content creator, assistant programmer, and overall documentation and design guy. Working on two concurrent projects with all the above factors just literally wore me out to the marrow.
Edited on Apr 25, 2007 05:12 GMT
| David Higgins (Apr 25, 2007 at 05:53 GMT) |
I wish you luck with your ventures ... sorry to see your project dead ... concept art looked great!

| Francisco Morales (Apr 25, 2007 at 08:06 GMT) |
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