Widgets
« Funky Friday Ep. V | Main | Funky Friday Ep. III: The Return of the Funksman »
Friday
May182012

Funky Friday Ep. IV

Greetings funk masons far and wide...

First of all, let me apologize for my lack of updates -- I've been really busy at my office job and as I result, I haven't gotten much work done on The Groov Cosmos. As I've posted about before, The Groov Cosmos is a pretty ambitious project and I'm starting to realize that I just don't have enough time to be able to work on it consistently enough to make good progress, so I've been thinking that I might start working on a smaller project before getting back to work on the big game.

I do plan on getting back into The Groov Cosmos at some point, hopefully with a small team to help me out. And thankfully, I will soon have the opportunity to work with a group of pretty incredible people at the USC School of Cinematic Arts' Interactive Media Division! As a huge fan of games like Journey (created by IMD graduates from ThatGameCompany) and the Uncharted series (directed by incoming IMD teacher Richard Lemarchand), I'm incredibly excited to learn a lot from some of the most creative people in the games industry.

I haven't completely stopped working on The Groov Cosmos though. I want to share a quick look at a 3D modeling tool I've been creating to make some of the procedurally generated graphics in the game.

The video shows the interface for editing a "surface of revolution" model, which basically sweeps an Adobe Illustrator-like curve around the Y axis and connects the dots, forming a 3D model. My tool also supports other model types but this is the simplest type, and the easiest to demo. Aside from changing the resolution of the model on-the-fly, which you can see demonstrated in the video, it's also possible to take a low-resolution version of the model and add an automatically calculated high-resolution normal map to it.

You can see just how quick and easy it is to create these models, and hopefully it will help lend The Groov Cosmos a really unique look. Plus, I can easily re-save all of the models at whatever resolution I want, which might come in handy considering I'm not sure which generation of game consoles might be out when I'm finally ready to release this game!

PrintView Printer Friendly Version

EmailEmail Article to Friend

References (6)

References allow you to track sources for this article, as well as articles that were written in response to this article.

Reader Comments

There are no comments for this journal entry. To create a new comment, use the form below.

PostPost a New Comment

Enter your information below to add a new comment.

My response is on my own website »
Author Email (optional):
Author URL (optional):
Post:
 
Some HTML allowed: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <code> <em> <i> <strike> <strong>