Q:
What tools are you using for your models and textures?
A:
For modeling I use two programs: 3D Studio MAX and Realsoft3D. I do all
my texturing in Photoshop. I live and die by Photoshop :).
Q:
A5 is being improved as we speak but the first results can be seen already;
are you happy with what we've got so far?
A:
As some here may remember, I was getting a little unhappy with some of
the graphical display issues of 3D GameStudio and began to voice some of
these concerns on the forum. I have been with 3D GameStudio for a long
time and I felt very uncomfortable pointing out these shortcomings. In
any case, Conitec listened to my complaints and the complaints of others.
As a result, the 16-bit rendering engine of A5 is being updated to a 24-bit
renderer. This feature is currently in BETA and I am very, very pleased
with the results. Conitec has gone a long way toward improving the errors
many users were getting in shadow and light maps
and
have even implemented hi-res lights, which really make shadows and lighting
shine. Conitec is also in the process of upgrading the engine to take advantage
of DirectX 8 and dumping some of the support for old,
16-bit
video cards. With DirectX8 and full support for 32-bit video cards, the
A5 engine should really fly. I'm really looking forward to the next publicly
available update.
Q:
What new engine features would you like to see implemented in the near
future?
A:
- Real time dynamic shadows like the kind you see in Neverwinter Nights.
It is so awesome to see a player model casting 3 or 4 real time shadows
based on light sources. Despite the extremely low polygonal count of the
levels in NWN, the lighting added a lot of realism.
- Mirrors that are different from the ones that A5 is currently using.
I remember using mirrors in the old Genesis3D and Jet3D engine. You could
make ANYTHING a mirror very easily and have about as many of them as you
wanted. In A5 you are limited to how many you can use and it is not as
simple as selecting a flag to get them up and running properly.
- Entities casting shadows: I would like to be able to check a properties
setting on an entity and have WED calculate shadow maps on normal level
geometry. In other words, I would like entities to be able to affect lighting
as other "normal" level geometry does. I would like to control this via
a check box because I can think of a few instances where I might not want
an entity to cast a shadow.
Q:
I'm a horrible artist; what should I do in order to improve my skills?
A:
If you are a horrible artist, George, then you have no skill to improve
:D ! Just kidding. You need to do what anyone should do: Practice, practice,
practice. You could start by trying to draw real objects. I would start
with something simple and move on from there. Also, search the net. There
are literally hundreds of tutorials for everything from digital to fine
art. I'm a self-trained artist and I still have a lot to learn. When I
find a good tutorial on the web, I print it out and put it in a 3-ring
binder for reference. Also, don't be afraid to ask questions. I have gone
to some professional artists' sites and just sent them an Email asking
them about a certain technique or piece of art. Most of the time I get
an answer and have even made a few friends this way.
Q:
Can you tell us a few words about your future projects?
A:
One of my "future" projects is really an old project that is just waiting
for the right time. It is not a game, but a recreation of an ancient archaeological
site that was destroyed almost 2,000 years ago. The idea is to rebuild
it in the height of its glory, allow people to walk through the structure
and to click on areas or items and gather pertinent information.
I have a few other ideas in the works as well, but I have to finish my commissioned with working on the Unknown first.
Q:
Please give us a few tips for the beginners!
A:
Start small and work your way up. Start by trying to recreate the basics
of something real like your house. Once you can grasp the way things look
in reality, then you can really start to bend them and make the
unreal
look real. Look at other people's work. Study it. I will often play a game
like QuakeIII Arena on multi-player mode all by myself with all the bots
set to zero. This way I can casually walk through the levels and study
them without any interruptions ;). You might want to take screen shots
of a particular room in a level and, from the screen shots, try to recreate
it in WED as best you can. This way you learn by doing and you test yourself
to see if you can recreate what they had created.
Thank
you a lot, Dan.