Hell, it’s about time!

21 05 2007

After a long time Blizzard released their kick-ass StarCraft title, on May 19th they announced their new project which is the sequel of StarCraft called StarCraft II. It’ll features the continuity of an epic war between Terran, Protoss and Zerg. This was taken from the official site (Blizzard.com) :

StarCraft II continues the epic saga of the Protoss, Terran, and Zerg. These three distinct and powerful races will clash once again in the fast-paced real-time strategy sequel to the legendary original, StarCraft. Legions of veteran, upgraded, and brand-new unit types will do battle across the galaxy, as each faction struggles for survival.

Featuring a unique single-player campaign that picks up where StarCraft: Brood War left off, StarCraft II will present a cast of new heroes and familiar faces in an edgy sci-fi story filled with adventure and intrigue. In addition, Blizzard will again offer unparalleled online play through Battle.net, the company’s world-renowned gaming service, with several enhancements and new features to make StarCraft II the ultimate competitive real-time strategy game.

Features:

  • Fast-paced, hard-hitting, tightly balanced competitive real-time strategy gameplay that recaptures and improves on the magic of the original game
  • Three completely distinct races: Protoss, Terran, and Zerg
  • New units and gameplay mechanics further distinguish each race
  • Groundbreaking single-player “story-mode” campaign
  • Vibrant new 3D-graphics engine with support for dazzling visual effects and massive unit and army sizes
  • Full multiplayer support, with new competitive features and matchmaking utilities available through Battle.net
  • Full map-making and scripting tools to give players incredible freedom in customizing and personalizing their gameplay experience.

Screenshots:

 





Fiuuuuuh! ..and later it goes.. Nooooo!!

27 04 2007

Fiuuuuuuh.. at last! Yea, this day is my last mid-term day. And I thank (God?) for that. I don’t really like of being burdened by many stuff in my back, but this is a must. And now, I’m free! Free to go, free to play, and of course.. free to render for more! Hahahahah, seems a bit (so much?) hyperbola? Maybe. :lol:

Eh, wait a minute. I think I forgot something.

DA*N! I’ve just realized that I owe, uhm, let’s see.. 26 homeworks and the deadline is… 1st May 2007!! Hell no! Argh, so much burden for this month.. :cry:





Frost Fantasy

14 04 2007

After an hour finding some sweet spot, here they are (finding spot for an hour, rendering for a half and an hour! Phew! :-D ). Another fantasy-based renders. The truth is, I was inspired by some ice castle stuff. But since Terragen 0.9 can’t import models, then.. no castles. :(

Here’s the 10×7 :

Frost Fantasy

.. and the 12×8 :

Frost Fantasy





Ike! Ganbarre!

13 04 2007

Next two weeks will be my mid-term weeks. So, probably I won’t blog so much in those weeks. Wish me luck then! ;)





General Landscape Generator Tutorial (part I)

9 04 2007

Forewords

OK, it’s started a couple weeks ago when my friends came by to my house, finding out that I was working on my newest Terragen renders. Well, most of them didn’t know what I was doing, but some of them knows that I was working on Terragen. It seems that they’re quite interested in what I was doing, and keep asking me to teach them how to do it. Of course I told them a brief short of Terragen, GIS (Geographic Information Systems), and it’s purposes. But it’s still not enough. Shortly when they’ve gone away from my house, I was trying to find a good tutorial for them. What I was looking for is a general landscape tutorials, and a brief theory behind GIS. That’s what I need. Unfortunately, all I found was some mid-level to pro-level GIS-specific tools tutorials. I don’t need any of these now.

At last, I decided to work on this tutorial, specifically for those people who just take the first step into landscape generating. I know that this tutorial is still far from perfect, but I still hoping that this will help you all. Then let’s start, shall we? :)

A brief short of Landscape Generating

For the first step in landscape generating, we’ll need to know some basic terms that were widely used by most of GIS people. Here some of them :

  • DEMs, quoting from the Wikipedia, a Digital Elevation Model (DEM) is a representation of the topography of the Earth or another surface in digital format, that is, by coordinates and numerical descriptions of altitude. DEMs are used often in geographic information systems. A DEM may or may not be accompanied by information about the ground cover. In contrast with topographical maps, the information is stored in a raster format. That is, the map will normally divide the area into rectangular pixels and store the elevation of each pixel. In that sense, digital elevation model (DEM) data are sampled arrays of surface elevations in raster form. DEMs are most commonly used to extract terrain parameters, model water flow or mass movement or for pure visualization purposes (3D draping). To make it short, we can import DEM files to make a realistic terrain in our favourite landscape rendering tools. Oh, and BTW, most of DEMs are made by a real satellites owned by NASA, etc. So if you want to make a reality-based terrain render, this is perfect. :)
  • WORLD files, still from the Wikipedia, a World file is used by GIS to coordinate raster map images. The standard was created by ESRI corporation of Redlands, California. Small-scale rectangular raster image maps can have an associated world file for GIS map software which describes the location, scale and rotation of the map. Well, WORLD files also used in many GIS tools such as Terragen, World Machine, etc.
  • TERRAIN files, or also called Digital Terrain Model (DTM) is a topographic model of the bare earth or other terrain that can be manipulated by computer programs. Terrain files are pretty similar with DEMs, but Terrain files usually generated by a program, so most of it wouldn’t be based on a real-life terrains–differ with DEMs which usually captured by satellite imaging.

Softwares

After we talk about basic terms, let’s discuss a few popular programs that were used in rendering landscape. Here are some of the most popular softwares :

  • Planetside’s Terragen, hence one of my fave program in rendering landscape. It’s quite simple so it won’t confuse newcomer renderers. But it has the power to create a pro-level render or animation. So, I think this program was good for all users. You can import/export DEM and DTM files. It also have a built-in terrain generator too. Take a closer look at their site here (it will open up in a new window). We’ll discuss it later at part II, which is mainly for Terragen.
  • Bryce, texture-based rendering and a ray tracing program made by DAZ. We can create 3D buildings, landscapes, and another objects with this program.

And some ‘optional’ softwares for retouching renders are :

  • Adobe Photoshop, one of the best photo retouching software–which is still the best–in the community. There’s a lot of effects available to retouch your renders.
  • Macromedia Fireworks, which also owned by Adobe now, is another option for retouching renders. It doesn’t have effects as many as Photoshop does, but it’ll do quite nice.

The Purposes

  • Art, (which is why I did this! :-D ) Many pros are using Terragen for rendering 2D landscapes.
  • Movies, I don’t remember exactly what movies, but still, there’s a lot of pros still using it.
  • GIS, which is the main purpose.

OK, we’ve talked about terms, softwares, and it’s purposes. Then let’s jump on it. In the next part (Part II) we’ll discussing Terragen. Starting from generate landscape, shaping the texture which we’ll used it as ’skin’, put some waters, until lighting and atmospheres. Until then, see yah! ;)





Wings of Redemption…

8 04 2007

Hmm.. tried a different skin. The original header looks awful, so I change it with a Spawn ones. Looks cool since I’m a Spawn’s fan. Hmm, hmm.. can’t stop looking at him. So cool indeed. :-D

Talking ’bout Spawn, maybe I’ll make a special page just for him later. Hmm.. how can be Todd McFarlane create such a cool character. Ck.. ck.. ck.. :)





Terragen 2 Tech Preview was released!

8 04 2007

Terragen™ 2 Technology Preview is the first public release of Planetside Software’s new, cutting edge landscape visualisation software. The Technology Preview is now available for both Windows and Mac OS X 10.4.x. See below for details on obtaining your free copy.
TG2 Technology Preview features an advanced hybrid micropolygon renderer with powerful multi-angle displacement capabilities. It has a versatile procedural engine that can be utilised to apply subpixel-level detail to almost any aspect of a scene. Terragen 2 is capable of rendering billions of polygons in a single scene. Please visit the Terragen 2 page for more information on the capabilities of Terragen 2.

Terragen 2 Technology Preview is available both as a free download and as a pre-purchase option for Terragen 2. The free version may only be used for non-commercial purposes and is limited in the following ways:

Render Size Maximum: 800×600
Render Detail Maximum: 1.0
Antialiasing Maximum: 3
Number of Rendered Populations: 3

Please note that the Technology Preview release is aimed mainly at high end users. It has a powerful and flexible graphical node/graph editor which is used for creating networks of shaders and scene elements. The Technology Preview features a number of high level shaders which create more complex scene elements, such as clouds or rocks, as well as a low level function node system which allows you to create shaders from “first principles”, using functions and methods that will be familiar to shader writers. The node editor can be used to unlock the full power of the TG2 rendering engine.

Read more..

I’ve tried it for several days. And what they have said were true. The Tech Preview was really aimed at high end users only. The interface is quite difficult for beginners. But, other than that, I think this Preview has quite great power to make hi-quality renders. Still can’t wait for the beta of Terragen 2 (of course with a simpler interface). :)





Webby, webby, webby.. you makes me dizzy.

7 04 2007

A few days ago, something is flashing in my mind. It was “WordPress”. Then suddenly I questioned myself. When did I post my last render? When did I post my last thinking? When did I log my work? Then I realized, it was on last year’s Christmas! What the f**k is going on with me? For almost three and a half months? Did I threw my blog away? Sh*t. That’s not going to be happened.

OK, this is the answer: I’m on a new project. It’s a website; a gaming site actually. I’ve been developing it from.. no, wait. Let’s roll back to January. There is a day when I was looking for a few screenshots of one of my favorite game series of all time–Command & Conquer series–on one of major gaming site. I thought, if my country have a major local gaming site like this, then it could be nice (to tell the truth, there’s one, but still not good enough. For me). We can download some gaming-related stuff from there much much faster. And of course, the most important thing is, we can interact with many local gamers from my country. Not long enough, I grabbed a pencil, and start designing my own gaming site. It’ll have the latest gaming infos and reviews, game related media including trailers and screenshots, various cheats submitted by fans, gaming forums, and not to forget are gaming hardware reviews, benchmarks, and so much more! All for free, no need to pay monthly or annually for membership fees.

Now, the site’s development is almost complete. Hopefully, by the end of this month it’ll go online. Just, you wait then. ;)





Bad day, real bad christmas..

25 12 2006

Ho ho ho, merry christmas to everyone! Hope everyone get a better christmas than me. This is my second fractal render. I made it when I got trapped for a long spare time in the hotel room while my grandfather goes to church for Christmas pray. First, I thought 4 billions of iterations will be a great render. Well, it is.. it’s a good render, but it takes approximately 3 and a half hours!! I was just keep wandering around the hotel room, and keep checking out my laptop for the render just to find out it’s just 3% (for about 45 minutes!). Have a tought of going out of hotel but just can’t do it ‘coz I left my ‘clumsy-dummy-winter-clothes’ at home! I have some sweaters handy but the cold is still raging outside. Well I don’t know but.. the weather is sooo cold but there is a little (if I can’t say ‘no’) snow out here. The nature seems worser everyday. Uh.. damn, what I’ve been mumbling for? Haha.. back to topic, here’s the render. Hope you like it as I do! :)





Paris, here I come!

22 12 2006

I was quite bored with the day, and hell yeah, can’t do something to knockdown the boredom inside my head. The days are just keep repeating itself, morning – wake up – take a bath – goes to campus – take a course – go home – overslept until midnight. I’m sick of it. It’s been nearly a week and a half I’ve been living this way until my grandfather told me that he have extra ticket for me to accompany him for a trip to Paris-Bordeaux.. Geez, I think I was crazy enough to not take the chance! Uh, and BTW, it’s been a long time since my last renders. Here, my first fractal iteration render..

It’s a 20 millions iterations, and while this post is still being typed, I’m still rendering the hi-quality version render with approximately 2 billions of iterations or more so it won’t as fast as the low-quality (20 millions of iterations) version. I’ll upload it when it’s done. :)

*UPDATE*

Here’s the hi-quality render (2 billions of iterations), and it was slightly better although it takes more time. I think 2B iterations will be my standard from now on. :)

 

P.S : For people who don’t really understand (or even don’t have any idea) fractal iteration rendering, you can get more informations by taking a little peek at this page. :)

 

Software used :

  • Chaoscope for rendering iterations,
  • Macromedia Fireworks 8 for finishing.