#✰ — Self Promo ✶ Self Exploration And Conquest
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galaxythixf · 23 days ago
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❛❛I don't mean to brag Come and catch me if you can!❜❜ Independent Multifandom Multimuse ft muses from Tokyo Revengers, Your Turn To Die, Hunter x Hunter, Persona, Jujutsu Kaisen, Hades, DanDaDan, Valorant, BNHA, and more! Penned by Nova
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dneurin · 3 years ago
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La pudeur des icebergs | Vidéo promo from DLD on Vimeo.
La pudeur des icebergs, par Daniel Léveillé durée: 1 min. 45
La pudeur des icebergs (the modesty of icebergs), the crystallization of a thought process on the fragile presence of the Self as it faces the Other. On stage, we are presented with bodies in a state of upheaval. Naked as the space around them, they suffer the essential vulnerability of the human condition, one that sees the individual sometimes rises unexpectedly above the tyranny of appearances. Trios alternate with duos, and the absence of amorous competition neutralizes all forms of exclusion. For this is not about conquest but the exploration of all possibilities and of the extraordinary effort required to simply live.
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samwalker-cvg-finalyear · 8 years ago
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Final self reflection.
In the first weeks we were very eager to begin further development on our game “Deplorable!”. Feedback on our game from last year pushed us hard to transform what we had into a multiplayer game. If we were to continue down this route I knew that one of my main focuses this semester would be on environment and map creation to be used in our game.
Our bank from last semester is great but lacking in a lot of areas and in my opinion not suitable for a multiplayer battle game so I began to moodboard different environment ideas that I believe would work for various comic themed maps. Once I had settled on conceptual ideas, I began to mock-up some map overviews in illustrator which included the main map outlines and objective locations. I ended up finalising 3 concepts, a Heli-carrier, a city block and a secret hideout.
My next task was to take my initial concept mock-ups and white box them out in 3DS MAX, using extremely basic geometry. I knew from the beginning that multiplayer maps were a big task so I decided to focus my efforts onto one design for the time being, that being the heli-carrier level. Once I had the correct scale and design laid out I began to build up more levels of detail to the map, adding in more complex geometry. For an overall aesthetic experience I decided to add detail to the outer bounds of the map such as the engine pieces.  With the final geometry in place it was time to create promo / glamour shots to both show my team and to be used for war room promo. This was done using Cinema 4D as I believe I can achieve a better result in this program in comparison to 3DS MAX.
The finalised geometry also needed to be tested in an engine in order to test its computability and the overall scale and playability of the level. I decided to use Unreal engine for this as it was easy to explore using a 3rd person character preset. I decided to take a small break from the helicarrier level after testing and mockup some game mode related concepts, focusing on conquest / capture points. These were made in an attempt to encourage others to take initiative and create more concepts  and expand on the ones I was making. I then returned to the helicarrier level for the coming weeks and exported asset packages out to be unwrapped.
The next few weeks were filled with UVW unwrapping and texturing my asset packages so that they were ready to be exported to unity. Unwrapping was a much more difficult experience this semester since we were attempting to include advanced texture techniques including ambient occlusion and normal maps. My first attempt was unfortunately a failure as I did not account for the way ambient occlusion was rendered to the maps and it ended up creating an undesired result.
Once I had pinpointed where I went wrong I retried UVW mapping correctly and managed to get it to work. Once unwrapped correctly I was able to export the file as an FBX and import into Unity. These assets also needed to be textured. The bulk of the texturing, the diffuse map, was created in Photoshop using an unwrap template, painting on and adding texture to each object. Ambient occlusion was created for each asset by rendering out shadow maps, lighting maps and occlusion maps using the mental ray renderer. The three results were then merged using photoshop to create a desired result.
Whilst I initially attempted to add normal through 3D rendering techniques, I found it easier to paint / draw normal on using “Crazy bump”. This method allowed for quick and easy normal generation using grey scale topography recognition, the lighter the colour the higher the peak and the darker the colour the more recessed it looked. This method also allowed me to generate further ambient occlusion which was added to the existing maps. For some assets I included emission maps to give a glowing sci-fi effect. The assets were then all textured using unity shaders, dragging in the textures into their corresponding slots.
Now that we had a full geometry based level in place, I decided to focus my skills in other areas rather than create another environment due to time constraints. I began to work on adding in a skybox for our environment, using cinema 4D to render a cityscape I had created. This was further manipulated in Photoshop to achieve the desired effect, using multiple passes to really create something that looked good.
One suggestion we had was to add in more, smaller scale elements into the level, I had the idea of adding physics based assets such as boxes and barrels along with static over pieces to populate the level. I began looking at various references, and then progressing using similar techniques to the main environment. I also managed to fully develop my capture point concept from earlier, creating them as game ready assets and setting them up in unity.
In an almost final push I began to work on some promo materials and updating textures in the run up to the final weeks. I created a logo to be used across our promo work along with use within out game textures. This was implemented in game with other texture updates. In terms of promo I rendered out a minimap overview using one of unity’s alternate rendering modes. I manipulated the image I received in photoshop to create a promo / potential in game piece. I also created kill acknowledgement UI graphics for implementation in order to make out game feel more like a game.
For some more promo work I worked on aesthetic final renders of the environment assets and characters in Cinema 4D, importing game assets directly and rendering them in better lighting. This involved some rigging and fixing of the character models in order to get the best results. I also soon noticed that our game was lacking projectile models so I decided to take the initiative and create a dynamite model for one of our characters to use.  I also helped out implement characters and character related assets, creating textures and assisting with rigging.
With final presentations drawing near the majority of my attention was focused on promo work (more pre rendered images, posters etc) for this and the war room along with creating the PowerPoint assets and “slides”, which were then added and animated in prezi. I also took some more initiative in updating UI elements and creating scoreboard sprites to be used for our planned scoreboard. I also created a video sequence in Photoshop which was rendered out and used as an animated background for our in game menu and website splash page which I had started work on.
In the final weeks I noticed this project was also lacking code elements in a worrying amount of places. I went into unity and began to code in the video sequence for the main menu, added a spinning script to the level turbines and a menu logo element. In a final push iw as able to add sound into the game, creating some of my own using Sony Vegas and using other collated by my team I was able to implement sound in various areas that I was able to understand, code wise.
Overall this project could have been done a lot better. In hindsight we needed much stronger management and a much stronger programmer for the level that we wished to achieve. Whilst I tried to uphold my promise from last semester, focusing on more programming, it proved difficult to work on so many areas at once, causing some to fall out of my control. Whilst I am not without blame in terms of my time management and completing tasks quicker, I believe that the project could have been a lot stronger overall if we stepped up more as a team rather than individuals. Last semester I aimed to implement more complex geometry and textures for this semester and I have certainly achieved this goal, using complex geometry and many more texturing techniques.   Aesthetically and as an overall concept I believe our game has merit and promise, however it is unfortunately let down in the programming department, mainly due to the complexities of a multiplayer game. Something we were lead to believe was rather simple.
If I were to continue this game I’d definitely try to revamp the multiplayer system and create a much cleaner, concise and easier to implement version of this project. I’d also aim to implement many more levels to play along with fully functioning game modes and character customization.
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galaxythixf · 6 months ago
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❛❛ Fly away with me tonight Let me take you for a ride!❜❜ Independent Multifandom Multimuse ft muses from Hades, Fire Emblem, Persona, YTTD, HxH, BNHA, and more! Penned by Nova
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galaxythixf · 2 years ago
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galaxythixf · 2 years ago
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"Your adventure has just begun. Now, where will your own two feet take you?"
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galaxythixf · 4 years ago
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❛❛ Fly away with me tonight Let me take you for a ride!❜❜ Independent Multifandom Multimuse ft muses from Hades, Fire Emblem, Persona, YTTD, HxH, BNHA, and more! Penned by Nova
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galaxythixf · 4 years ago
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❛❛ Look Lord Ares, if I lend you better marksmanship ability, you think that you could bother someone else? ❜❜ ❛❛ Observe what shall transpire, once we grant our kin our combined might. ❜❜
Independent Multifandom Multimuse ft. Artemis and Ares from Hades Penned by Nova
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galaxythixf · 4 years ago
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❛❛ What does it mean to be a hero?❜❜ Independent Multifandom Multimuse ft. Midoriya Izuku, Bakugou Katsuki, Monoma Neito and more. Penned by Nova
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galaxythixf · 5 years ago
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                                         This is ten percent luck
                                            Twenty percent skill
                          Fifteen percent concentrated power of will
                                           Five percent pleasure
                                              Fifty percent pain
                 And a hundred percent reason to remember the name 
----Multi-Fandom - Multi-Muse Feat. Black☆Star // Semi-Selective // OC Friendly                                                                     Penned by Nova                                                        
                             Check out my Rules before interacting
                                                                         Credit goes to the amazing Lucy
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galaxythixf · 6 years ago
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                       Come break some hearts now, tear them out                                Filing for amusements with the crowd                         Oh, but be advised, participation is required                                 Doing things not typically allowed
                                   Heyo! This is a Multi-muse Multi-Fandom blog featuring the Detective Prince, Shirogane Naoto! If you’re interested in interacting go ahead and give this a like/reblog! Also be sure to check out my muse list and rules!
                                     Muses || Rules || Credit
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galaxythixf · 6 years ago
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                         Come break some hearts now, tear them out                                 Filing for amusements with the crowd                          Oh, but be advised, participation is required                                  Doing things not typically allowed
                                    Muses || Rules || Credit
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