FPS shooter demo

FPS shooter demo made with the new “mouse actuator” logic brick in the blender game engine.

Nothing too fancy, just a small demo (it took me a day from start to finish) to test the new actuator, wich is really easy to use! and when finished with the template, I started some kind of level, first with a single color texture, then with a texture I use in the game level used in the blender player for android. After that I decided to add some kind of environment like a futuristic factory (?.. sort of) with some moving mist and lights, and as a matter of fact I had an idea to avoid the common problem with billboards, as you can see in the image below (first image with nice billboards, and then with bad billboards.

billboards

And the result is in the video below:

Blend file here, in case of what you saw could be useful to you.

MindTex Review

It’s been a while since I bought my MindTex license (it was in 9/6/12), so this time I’m going to talk about this cheap and useful application.

Here is the original overview from the web pageMindTexReviewIcon

MindTex is a normal map generation utility for game developers and 3D professionals alike. Built to rival the competition in quality without the steep price, whether you want to generate a normal, height, specular, self-illumination, or occlusion map, you can easily do it in seconds flat from a single source texture with MindTex. 

Integrating MindTex into your 3D content pipeline will save you substantial amounts of time, money, and effort, allowing you to focus on what is really important: building immersive worlds and making your ideas a reality.

Here is the original MindTex video demonstration:

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Power plant wheeled

This is a power plant asset modeled in Blender 3D and texturized with Photoshop CS2, this was started some time ago (you can see it in this old post), this asset took too long because some troubles with the bakes in blender, for some reason they were taking too long, and when I say too long I mean it never stop, I didn’t know what happened exactly but now it worked and decided to give it a try, and here is.. I think it’s finished, but maybe later I will polish this.

CGT-PPW01

High polygon comparision with image reference:

CGT-PowerPlant_003

And a video here:

 

Emissive Maps – Test scenes video

emissiveTestScenes

Here is a sample video of my emissive maps test scenes I’ve done untill now

 

You can see the full tutorials here:

Also I’ve used some shaders made by Martinsh (some kind of volume light shader), so kudos for him!

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