Unearthly Challenge '09 | GremlinsInGame
by Dustin Sims · 10/18/2009 (11:16 pm) · 0 comments
First and Foremost... I shall anounce; This is my Debut Blog Post.
As my profile suggests, I have been around since 2005 but haven't done anything worthy of a blog post :)
I started with TGE, then fiddled with TGB for a long while.. I am now anxiously awaiting more T2D dev blogs. I have been excited about T3D but on the other hand, can't shell out the dough right now for what is only a hobby.
I noticed the unearthly contest announcement here and GG's involvement and thought what better way to get my hands on Torque 3D than by winning a copy. Primarily just in it for fun really though.
My team for the contest is called GremlinsInGame and the scene title is Castello Guerra.
You can find my entry blog over at GameArtisans.org at www.gameartisans.org/forums/showthread.php?t=11711
Unearthly Challenge '09 | GremlinsInGame | Castello Guerra
My scene focuses on an old castle that has be taken over by an alien mothership that has attached itself to the building permanently to act as the alien invasion HQ...
Here is an early but current WIP shot

and my Reference Pics I originally compiled

If I can round up some scans of our concept sketches, I will post them here as well..
They are very raw as that we really wouldn't consider ourselves artists.
I design industrial automated machines for a living and have would like to think I can use my mechanical 3D design experience in this realm as well... we will see if it crosses over i guess?
Let me know your thoughts and keep checking in, I would like to think that this community will be cheering us on here and over at gameartisans.org (us and the other teams using Torque Tech for the contest)
BTW: Seems I am way over the 250K polycount required by the comp rules..
I am using metrics[video]; in T3D to display polycount.. Is this accurate representation of what my scene will have.
I'm assuming I may have to strip out the water plane used for ocean and the terrain and just add in my own low poly mesh for terrain. Any suggestions would be welcome. I will add some more info over on the stickied thread here on GG forums to discuss as well. Thanks All.
As my profile suggests, I have been around since 2005 but haven't done anything worthy of a blog post :)
I started with TGE, then fiddled with TGB for a long while.. I am now anxiously awaiting more T2D dev blogs. I have been excited about T3D but on the other hand, can't shell out the dough right now for what is only a hobby.
I noticed the unearthly contest announcement here and GG's involvement and thought what better way to get my hands on Torque 3D than by winning a copy. Primarily just in it for fun really though.
My team for the contest is called GremlinsInGame and the scene title is Castello Guerra.
You can find my entry blog over at GameArtisans.org at www.gameartisans.org/forums/showthread.php?t=11711
Unearthly Challenge '09 | GremlinsInGame | Castello Guerra
My scene focuses on an old castle that has be taken over by an alien mothership that has attached itself to the building permanently to act as the alien invasion HQ...
Here is an early but current WIP shot

and my Reference Pics I originally compiled

If I can round up some scans of our concept sketches, I will post them here as well..
They are very raw as that we really wouldn't consider ourselves artists.
I design industrial automated machines for a living and have would like to think I can use my mechanical 3D design experience in this realm as well... we will see if it crosses over i guess?
Let me know your thoughts and keep checking in, I would like to think that this community will be cheering us on here and over at gameartisans.org (us and the other teams using Torque Tech for the contest)
BTW: Seems I am way over the 250K polycount required by the comp rules..
I am using metrics[video]; in T3D to display polycount.. Is this accurate representation of what my scene will have.
I'm assuming I may have to strip out the water plane used for ocean and the terrain and just add in my own low poly mesh for terrain. Any suggestions would be welcome. I will add some more info over on the stickied thread here on GG forums to discuss as well. Thanks All.
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