I have had allot of fun with these vignettes, but sometimes they just don’t work out. This was the case yesterday, when I decided to try my hand at a new technique in Blender. This isn’t the worst thing I have ever created, but it certainly is not the best. I hope to be back tomorrow with something decent.
Category: art
Motorcycle
bedroom
for todays vignette I wanted to create a companion to the modernist livingroom. I wanted to create something that would look dark and kinda awesome.
This red and grey combination is one of my favourites, so while I still don’t know what I want to use these designs for, I really like the designs.
sweltering
It is really warm where I live, much warmer than it usually is at this time of year, so I wanted to create a scene that radiates heat and really speaks to the sweltering experience I am having.
this café scene ended up taking quite a bit longer than I was hoping it would.
Sinister Livingroom
I haven’t really worked with the colour red for the vignettes, so I wanted to create an indoor scene with that colour as a centrepiece.
I also wanted to create some modernist furniture, however, the combination of those two elements mean that the game came out looking just a bit more sinister than I thought it would… I still like it though.
Nature scene
I don’t usually work with nature scenes, mostly because I usually don’t do well with them. Never the less I decided to try something out today.
I think this particular vignette shows some promise, which is good because the shadows of a universe in which these vignettes exist is starting to take place.
Vignettes
I have been enjoying the summer as of late and as a part of that I have decided to start each day with these 1 hour vignette challenges. Unlike most of my projects, these vignettes don’t have a project that they are attached to, rather they exist independently of one another, but in the same visual universe.
I don’t know if there is a game here, but there might be, for now I am just having fun in blender 3D
Finally out of Alpha
I have been working on the chain broke steadily for just about 8 months and I have finally made it ou of alpha!!!
What does that mean?
well, it means that I have a finished game. A buggy, narratively broke, kinda boring game, certainly, but a finished game none the less. I could release this game tomorrow, if I wanted to, I don’t though.
I am going to be spending the next 5 months, getting the game into BETA and polishing it to near perfection.
Clawing my way towards beta
I had no idea how long I would be working on the chain broke when I started working on it. Initially, it was supposed to be a small 3 month project, that was going to bring me out of the funk I was in at the time.
These 8 months into the project, and I realise how naive I was to think that the project was going to be anything but a Herculean undertaking.
This is why every milestone has to be celebrated, no matter how minute.
Today, for instance, I finally finished decorating the final scene I created in January.
OK, that needs some explanation.
I created 26 levels in January on my way to a very early alpha of the game. These levels were simply meant to be guidelines that I would follow when designing the rest of the game.
I had no idea that I would be working for 7 months on those 26 levels (which became 30 over time). So now, that I have finally finished the 26th level I can look at the last couple (as in literally 2) levels completely without any old guidelines to follow.
This is both kinda fun and kinda scary.
Shading my troubles away
I have been working on the chain broke for a while now and with each new level I stand in front of the same basic issue: how do I make this look somewhat unique, so that it stands out from the rest of the game.
This particular problem reared it’s ugly head once more, as I started making the inside of the machine known as Tau.
At one point in the game, I need my main character 3CS to walk inside of a massive computer and I need to create a look for that. This is my attempt at doing that