Previous Blog Next Blog
Prev/Next Blog
by date

Concept Art

Concept Art
Name:Francisco Morales 
Date Posted:Apr 22, 2007
Rating:Not Rated
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
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...

Recent Blog Posts
List:04/22/07 - Concept Art
04/21/07 - Project Unlife

Submit ResourceSubmit your own resources!

James Laker (BurNinG)   (Apr 22, 2007 at 14:57 GMT)
use [image]
Edited on Apr 22, 2007 14:59 GMT

Tom Bentz   (Apr 22, 2007 at 18:09 GMT)
nice artwork!

David Higgins   (Apr 22, 2007 at 20:22 GMT)
awesome artwork -- however, the blog post itself is fairly bland ... I assume it goes hand in hand with your last post ... and should have just been appended to the end of it ...

great job on the art though!



Francisco Morales   (Apr 22, 2007 at 21:06 GMT)
yeah, I am new to how to get this GG blog going, I can't figure out how to do alot of stuff on it yet.

Francisco Morales   (Apr 22, 2007 at 21:18 GMT)
hmm seems like it does not like my other links for some reason...

Leroy Frederick   (Apr 23, 2007 at 09:03 GMT)
Nice art Francisco :)

Francisco Morales   (Apr 25, 2007 at 03:20 GMT)
Sadly this project has been cancelled.

David Higgins   (Apr 25, 2007 at 03:42 GMT)
why's that?

Francisco Morales   (Apr 25, 2007 at 05:10 GMT)
Lots of reasons and I honestly did not list them as people tend to get defensive and outright rude. I think I have been called everything from "lazy", "to just looking for an excuse to fail", "not willing to put in the effort," and my all time favorite, "You get what you payed for, if Torque was properly documented it would cost thousands of dollars."

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)
Francisco, I'm sorry you fell into that rut ... and, I agree, the documentation for the Game Engine is fairly ... well, incomplete ... I started out with TGB and was fairly unimpressed with it's documentation ... considering my background as a software developer for enterprise applications, where I spend many hours scanning through documentation sites such as the famed MSDN ... or even the Linux 'man' pages ... TGB's documentation was quite ... lacking, from what I saw at first site, and I have since changed my tune on it ... but, I'm a developer ... so, once I figured out how to read it and how to search for what I wanted ... I was quickly falling into place with my abilities ... I've recently picked up a copy of TGE and ... again, find myself struggling with documentation and ... "how do I", "where do I" ... "can I" and "when do I" questions ... but i've put my issues with TGE aside for the time being, and am going to concentrate a bit more on TGB before I try to dive into the Game Engine again...

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)
yeah I heard the TGB docs were a hell of a lot better than TGE, but for simple 2d games, I use Flash, already know how to write basic games and understand how the flash engine works, plus theres reams of organized docs to figure out how to do what I want. Yeah, I have a programming and art background as well, I've coded in c and c++, html, css, and lately actionscript and a little in renderware back in school, written path finding algorithms, physic systems, oh how the list goes on and have used the MSDN on several occasions. All were easier to figure out from a point of zero knowledge because the documentation was there and the books written for it were not so bug-ridden or out of date. Anyways, I will continue to update my blog and personal website with more art and any progress I make, so If you like the art feel free to check it out as I have a few more art samples to add once I get them rendered out in Photoshop. Thanks for your kind words, and not simply stating, "you just have to look harder for the docs!" heh.

You must be a member and be logged in to either append comments or rate this resource.