One element of the new multiplayer mode is the mini-games people will have to complete in order to survive and win the game. One such game requires a space rat and a trap, that I built today.
It's been a while since the last blog post. Been super busy with Hyperventila, it's quite a project and while I need to release soon I still decided to add multiplayer, mainly since it seems more doable in the short time frame I have leading up to release. One element of the new multiplayer mode is the mini-games people will have to complete in order to survive and win the game. One such game requires a space rat and a trap, that I built today. Hyperventila is progressing at an alarming pace. Here are some screenshots and renders from the last few months: More updates will follow soon! In other news I also made a quick render for the latest U3DA modeling challenge "Impossible Object": I also revisited my old NH90 Helicopter model and imported it into Blender for am updated render:
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What is this about secret moon bases now? It's another challenge entry for this year's U3DA Holiday challenge. Other entries from previous years include a Dragon Santa and scary Skeleton Santa. Made in trueSpace and BlenderForArtists. It seems that the logo I mashed together for the challenge is the highlight of the image from what I've heard from people who viewed the image. I think the biggest inspiration for this project was oddly enough the movie Iron Sky, which was about Nazis on the moon. I feel like you can sort of see that in this original test render that I did: All this work in Blender has mainly been for Hyperventila though, starting with a beauty render of the GCP Patrol Car and with the last render being the Inter-Corp "Tracker": Hyperventila has seen many updates in the last months, most of which can be found on the Hyperventila Discord.
Now off to Christmas in Italy. Until next time! I recently made something for my girlfriends birthday: I'm sure she'll be very happy. It's her birthday today!
For this months United 3D Artists forum modeling challenge, I present China's secret weapon: The Red Mist jet aircraft. It's a silly concept of course but that's what you get when I get to come up with the theme for a modeling contest. It was a fun model to work on but maybe, with working on Hyperventila and all that maybe I should have gone a bit more easy on work this weekend. This week has mainly been getting the Shipyard in Hyperventila to work. I finished the interior model last week. The other big pain in the butt was the video production aspect being producing the latest two Hyperventila Showcases. Windows no longer comes with its own video editor so I had to download one from the internet, I ended up using Shotcut which while OK for my needs (it renders fast and the quality is quite good as far as I can tell). Here you can see the shipyard in action: I still want to produce better video content, and to be honest, coming from doing my old YouTube let's plays, I thought it would be a lot easier but I don't think I've quite gotten used to the limitations I currently have to deal with.
My old powerhouse of a computer is out of reach and I don't even have an external monitor to extend my small 13" laptop display. On top of that both my gaming mice are dying with both of them being almost unable to left-click any more (thank you trueSpace for wearing out my left-clicks). It's not all bad though. This little HP Spectre x360 that I'm now doing all my work on is still really powerful for a PC of its size. I still suspect it has some cooling issues that it had from the start but at least it keeps my legs warm. That's it for this blog. As always, have a nice day! VITRIOL 3D is 10 years old this year!
Time flies! V3D started as my personal website and portfolio in 2009 and has become my own personal brand and network since. Here is to another 10 years! Introducing one of the larger structures in the game, the shipyard. This is where you will be able to repair, upgrade and purchase new ships. Hyperventila has come quite a bit further since last I posted an update on here. Having launched a Patreon, Discord Server and Twitter account I can now say that Hyperventila is really out there. Other recent updates include a ship builder/level editor and proper dialogue and questing. That's it for this quick update.
See you in the next blog or possibly on one of the social medias! Still the game is this ever evolving program turning around the axis of an idea in my head. There really hasn't been as much progress as I would have liked in the past month. Technical setbacks plagued my infantile programming and as of late another big change has been consuming a lot of my time; namely, an entire redesign of the artstyle and feel of the game. It has been a long time coming, I've been toying with various styles for months but now my mind is more or less made up. The original artstyle, not unlike that of the game FTL: Faster Than Light, was just that; based on two ship designs I had laying around from a mod I made for FTL. Well no more, while the 2D style was far more time efficient than making 3D models the style of old science fiction movies just suits this project so much more and I am a lot more confortable doing designs in 3D than in 2D. Of course the top down mechanics of the game remain. This visual change isn't going suddenly make the game in full 3D, no matter how much I'd like that. No, the extent of the change doesn't go that far unfortunately. Additional new features include some space scavenging for items that can be found floating around in space as well as the occasional lost escape pod. That's the latest of updates on the game development of HyperVentila: The Game.
Until Next Time! ...well that I forgot anyway. Like this blog! Yes it has been a year since my last post about squirrels. But the resillience and absoluteness of this blog shall remain resolute and keep going for a while longer. Well another four years at least since I apparently bought quite a considerable domain extension a few years ago. A lot has happened in this year. After Oxford I spent some time in London finally ending up in Edinburgh and the summer I spent mainly in Edinburgh and various places in Italy. Still rather unsure of what to do and where to go next, with no work and no stable future in sight, I decided to start a game project. This brings us back to the title of this blog post where Mikomwood finally gets a worthy future counterpart; HyperVentila. Many years in the making ( in my head ) this mad science fantasy spinnoff from Mikomwood has been a bit of a mystery of how to make. While Mikomwood was to me what the Discworld was to Terry Pratchett, HyperVentila would of course seem like another jump to mad comic novelist and radio-play writer Douglass Adams and his Hitchhikers Guide to the Galaxy. Not this time! I wanted HyperVentila to be something else. A universe of exploration, making your own madness and interactivity. So a game of course! What have I got to show so far? some screenshots! and a silly Android port on my phone... Some things have been a challenge in designing this game so far but I've learnt a lot.
I also recently designed a website for my dear Ilaria: www.ilariagiacon.com Check it out! That's it for this blog. Until next time. ...more paracord stuff. Yep, that's about it. Oh and I made a watch strap for a watch. The theme of this weekend was red-black-silver... as with pretty much any other time.
Well... here are two hours of my life I'll never get back. Still better than nothing though. The lighter wrap tutorial I followed: https://www.youtube.com/watch?v=TfRw1L9SeQs (the hard part is fitting it to your lighter) So yeah, I've started making paracord bracelets and other stuffies from paracord. I've made a blog category for this new hobby. We'll see where it goes.
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