This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

This is where we discuss the modeling being done.

Cooking a scene with CryEngine3

Now, can you use the word “cooking” and the name of one of the most feature-rich game engines out there, CryEngine 3, in the same sentence? Maybe… At least it is used in the title of a valuable resource I have dove into reading. The book, written by Dan and Sean Tracy, is […]

By |January 31st, 2012|Dev Journal, Learn, Planet Modeling|Comments Off on Cooking a scene with CryEngine3|

What a learning experience 3D Modeling the Admin Building for Base Camp was

This has been a Planet Postmoderna Base Camp Demo “learning experience”–not the first but a real P-A-I-N, nonetheless. It doesn’t help that I am perfectionist and yes, I am still not 100% satisfied. This is also not to mention that I am still learning 3dsMax and Photoshop. Still a 5 on […]

By |July 16th, 2011|Dev Journal, Planet Development, Planet Modeling|Comments Off on What a learning experience 3D Modeling the Admin Building for Base Camp was|

Shedding a bit of light on the Postmoderna game models: Base Camp Flood Lamp Posts

One of the next steps in the process of getting the demo off to a start is to start taking some of the art and making them into models.

A new friend and artist, Norbert Bruno Gaeckel, from Kiel, Germany, offered to help work on a few of our models. I sent […]

By |May 9th, 2011|Dev Journal, Planet Modeling|Comments Off on Shedding a bit of light on the Postmoderna game models: Base Camp Flood Lamp Posts|

Building the Character Generation Screen

This week I speant time working on the background for the Character Generation Screen. The plan was to create the model that characters would be created in before they later appear in Base Camp.

I started by modifying the pod model. My initial pass at it required that I delete the exterior […]

Planet Postmoderna is now Pod-enized

The Pod is a primary object/model at Base Camp, the initial waypoint on Postmoderna. It is originally designed as a container for delivering cargo, supplies and a few personnel to planet surfaces. They are transported by cargo carrier and are attached in rings around the core of the transport vessel. […]

By |March 30th, 2010|Dev Journal, Planet Development, Planet Modeling|Comments Off on Planet Postmoderna is now Pod-enized|