6/11/2009

Art Institute Coursework

I'd like to take a moment to show some of my work from school, as I am taking a break from the Atlas of Barsaive project for a few days.

First up we have 2 animations I made during my Intermediate Animation course with Sean Burns, an excellent stop motion and CG animator that I had the pleasure of having as an instructor.

(You may want to watch these twice, as they seem to skip near the beginning on the first load.)

The first is a reimagining of the classic "bouncing ball" animation and was the first assignment in Sean's class.



The next animation was the Final for Sean's course. At the time I was also working out my model and background for the Esozone animation.



Next we have a model based on my girlfriends hunting-knife that I made for Aaron Sturgeon's Hard Surface Modeling course. I unfortunately had to drop Aaron's course and I will be taking it again the next term he offers it.

From GA361_Project01

6/04/2009

Atlas of Barsaive 3

Here's a shot at the new Mt Bloodfire volcano. Pretty slick, eh?



Well, I probably won't save the file, this was quick work done with my wacom tablet and some of the basic L3DT tools. I plan on working at a better scale (90m per pixel) once those GeoTIFF finish downloading and unzipping. I hope I can use more of L3Dt's terrain-specific algorithms at that scale, and if so I can play around with the 'design map' to automatically place volcanoes, and such. We'll see.

Note: The 90m GeoTIFFs are going to be awkward to work with, and probably impossible to work with all-at-once. I'm thinking of working in "supertiles" of 3x3 Geotiff tiles. This gives me a 18,000x18,000 pixel workspace at a time, and allows me to edit over 12 seams (think a # symbol) at a time. Then I'll just have to deal with the larger seams, etc, etc.

L3DT is made to handle super-large terrain, with a built in mosaic feature(max rez 131,072x131,072), so even that wouldn't be loaded into memory the whole time.

Atlas of Barsaive 2

Onwards!

Still learning the new L3DT tool, and I have to say it is made of mittens and win. I have also learned that I can get 90m resolution topography of the area I'm interested in, and am currently downloading it from the CGIAR-CSI website, which has me drooling.

I'm going to whip out a few throw away concept maps with my 1Km scale source, interpolated into 500m scale. Here's the area with a false elevation color scale (click all images for full size):


Now, I'm taking that into L3DT and importing a high-res copy of the above image as the texture-map. I have also hacked L3DT's 3d rendering engine, Sapphire, with my own custom 128bit Elev scale based on the above false elevation color.

Here are 2 pics, the first with the imported texture-map (no polygon lighting), the second with the my custom height-based scale (polygon lighting by default). As you can see the results are very comparable.




The above images are over the Crimean Peninsula looking east-ish. This is the location of one of the largest Volcanoes in the Earthdawn World, Mount Bloodfire (hey, it's a Trollish name, whaddya expect?), and this view is looking towards the Named location, Deadman's Gullet. This area is inundated with volcanic activity, and most of the 'sea' is a molten bed of lava with occasional solidified rock islands.

As the game features airships, and the mining of "True Elements" this location is a hotly contested area full of air pirates, and Theran mining vedettes (stone airship, about ww1 submarine sized).

I will next be adding a rough outline of how I would like to see Mt Bloodfire look and then play around with some of the other terrain tools.