![]() ![]() Our particles were created and applied in Softimage, but simulated only in engine. What made these simple components really nice is they were general and could be re-targeted for many uses outside of their original intended purpose. Heavy use of custom properties, vertex colors, user normals, clusters, envelopes, UV spaces, and hardware (real time) shaders to customize and iterate on our content. We didn’t use ICE at all (but not for lack of trying, and we tested heavily), so this is a good example of what the fundamental toolset can do. Softimage was used for a heavy majority of the 3D artwork including characters, props, environments (other than the ground), buildings, dungeons, and everything inside of them. Majority of the content created in Softimage 7.5 which we used for roughly 5 years. Production started in 2005 using Softimage XSI v3.5 and launched with Softimage 2013 SP1 – all of it in 32 bit land. The first 30 days are free with initial purchase. If you haven’t tried the game yet, point your browser to and click on the shiny buttons. If you were part of the beta, let it be known significant improvements have been made since on all fronts. The game is now running smoothly in North America and Europe for all to see and experience. ![]() Wildstar officially launched last Friday night at midnight for early access, but opened up the flood gates today for everybody else. It’s been a long time coming, a relief, and refreshing to be able to refer to something I did in the current decade. Yay! My last completed project was my previous production –Barnyard the animated feature back in 2006. ![]() Well, it’s not actually ‘finished’ as it’s an online game which is continuously maintained, updated, and ongoing, but it’s now live and I can talk about it beyond generalizations.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |