Your Screen is Your Canvas

When people ask me about MAC vs PC, I can only answer both is OK. I mean, both PC and MAC have their own strengths and weaknesses šŸ™„

For me, comparing PC and MAC is like comparing a ruled (or grid) notebook with a drawing canvas. On a ruled notebook, you can write, sketch, or make some tables for your schedule. You can do all these things on a drawing canvas too. But sometime it’s not the functions matters, it’s the feel.

When you’re given a ruled notebook, you feel like you’re ready to write or take a note on a something important or structured. Maybe it’s because the line or grid on the paper. On the other hand, given a drawing canvas, you will feel like “I am creative and ready to draw something”. People feel as if they’re an artist when using a drawing canvas šŸ™‚

The open and blank space on a drawing canvas give you some sense of freedom and creative feeling while the line and grid on the notebook makes people think something structured and hierarchy. Just like Mac and PC.

Talking about canvas, I remember there is a painting program for PC and MAC called Art Rage. What I really love from this application is that it changes whole screen into a blank canvas šŸ™‚ It has several painting tools like Oils, Pencil, Chalk, or Crayon, and works really fine with my WACOM tablet. You can download the free version which has limited functions but good enough to do some sketchings šŸ˜‰

The other thing that I like is their white, clean, and stylish user interface. For me, this UI (User Interface) is very important. That’s the reason why I don’t like GIMP, an open-source and free painting program. While Photoshop, Painter, and even Microsoft Expression, have started using curved and stylish UI, GIMP still stick with these floating and blocky windows. It feels more like using a programming tools rather than a painting program šŸ™ Again, it’s about feelingā€¦

Here are some sketches done using the free-version of Art Rage 2. I am thinking to buy it since it’s only US$20. It’s really cheap, isn’t it šŸ˜‰

Pose from http://www.posemaniacs/blog

Better Chocobox Design

1UP just made a great article about game box cover for Chocobo Tales (http://www.1up.com/do/feature?cId=3159013).

Itā€™s an interview with Patrick Cervantees, the manager of marketing communication at Square Enix, explaining the reasons why they have to change the box cover for the US version of the game.

Chocobo Cover

Japanese version (left) and the US version

Itā€™s because the target audiences which are ‘younger’ users who probably have no idea what or who Chocobo is. I personally agree on his argument ā€¦ until I saw the other cover designs theyā€™ve made (but never get published).

Other cover designs

other cover designs (rejected?)

I think square enix could have done something better by picking the one in the middle (see picture above).

Well, I donā€™t know the details of their target audience, but the current final cover is something that aims the kids around 6 ā€“ 11 years old. Itā€™s like an ad from Disney theme park (no offense to Disney fans, because I love Disney too šŸ˜‰ ), where you would have a picture of Disney theme park on the background with Donald duck, Goofy, Pluto, Minie Mouse, and Mickey Mouse on the foreground. All those Disney character face the camera with Mickey Mouse waving his hand to you and saying, “Hi I am Mickey Mouse. Come and join us and itā€™s going to be fun.”

Disney

I love Disney too so no offense šŸ˜‰

Well, there is nothing wrong with this Disney style šŸ™‚ Maybe it is really good and effective ad if Square Enix is targeting the small kids. But for a Final Fantasy fans or at least someone who had known a little bit about Chocobo before (from game review or magazine), this cover does not look cool.

But overall, the final box cover is still OK. Itā€™s just eliminating one factor: coolness.

Have a look at other article from 1up about bad and worse game box cover (because of localization) : http://www.1up.com/do/feature?cId=3153317

Chibi Contra Guy on Mikoto

As I promised before, this is the animated version of my 3D model šŸ˜‰ (http://abiamy.com/abiyasablogs/2006/11/01/chibi-contra-guy-phase-1/).
Actually, it’s done on 30th of October but I was too busy to post it šŸ™Ā Ā 

Chibi Contra Guy in Mikoto

So I used Mikoto to animated the Metasequoia model, and convert them into .X animation file using Mikoto2X. I plan to write a quick tutorial how to make bones in Metaseq and animate them in Mikoto but right now I have no time.

Next week,Ā me and my wifeĀ will fly back to Indonesia (finally after 2 years šŸ™‚ ) andĀ stay there for one and a half month, so I have to do many stuff before leaving. You know, in Indonesia, we don’t have good and Internet broadband connection šŸ™

But if you want tutorials about Mikoto, check this link below. It’s very good, step-by-step tutorial,Ā and complete, but it’s in Japan:
http://umemori69.hp.infoseek.co.jp/umemori69_005.htm

This one is in English, not that completeĀ but good enough to start:
http://mywebpage.netscape.com/XingSutachi/mikototut/animamikoto.html

and theĀ translated manual of Mikoto:
http://mywebpage.netscape.com/XingSutachi/mikototut/urltrurl.html

There are many things which are not covered by two linksĀ above so you have to tryĀ Mikoto by yourself. Feel free to contact me if you have trouble. I will help you as best as I could šŸ˜‰

Chibi Contra Guy Pose
Pose in Mikoto, rendered in Metesequoia

Ā 

Chibi Contra Guy phase 1

Based on my sketch from previous post
(http://abiamy.com/abiyasablogs/2006/09/17/busy-week-again/)

Actually itā€™s done 3-4 days ago but I just have time to post it now. Later, Iā€™ll post it too on my portfolio page.

Ā Chibi Contra Guy
Click the pic to see the full size

So, this character is made using Metasequoia and itā€™s just 563 polygons! Good enough for PSP game šŸ™‚ This is the wireframe.

Wireframe

The game will be a 3D platformer, just like the original super contra. I use Irrlicht & DirectX for the rendering, and Microsoft Visual C++ 2005 Express Edition for the development tool. Right now these are the status of my demo:

  • Handles input from keyboard and gamepad. Just like many doujin games, gamepad support is a must! And I wonā€™t use mouse since I want the game more like console game rather than PC.
  • Able to animates & renders the 3D character to the screen.
  • Handles basic movements like standing, running, jumping, and falling (into the bottomless pit and die šŸ™ )
  • Basic terrain handling using simple tile map.

Have a screen shot šŸ˜‰

Chibi Contra Guy in Action

Japanese 3D Modeling tools

In the last 7 days, Iā€™m busy creating my next game/demo program.Ā  It will be a remake of Super Contra in 3D. But the character will be in ā€˜Chibiā€™ form so hopefully it will be quite cute šŸ™‚Ā  (hmmā€¦ since when is a-muscle-guy-with-big-gun-shooting-a-bunch-of-aliens cute? šŸ˜Ā  ).

You can see the sketches of the character on my previous post or in my website (http://www.abiyasa.com/).

So, which tools do I use? Metasequoia 2.4 for 3D modeling, Mikoto for animating the 3d models,Ā  & Mikoto2X to convert the Mikoto animation to DirectX .X file.

Although I could have used Maya or Blender to do the modeling, I found that Metasequoia is very easy to use. It is not the most complete tools but itā€™s good enough for modeling a low-poly character. And since version 2.4, you can use the free version (Metasequoia 2.4LE) even for commercial purpose. Download it from here (http://www.metaseq.net/) or for the English version, click here (http://www.metaseq.net/english/index.html) .

Metasequoia
metaseq 2.4 is available now!

Then you can use Mikoto (another freeware software from Japan) to animate the models from Metaseq. There is no tutorial in English (even after googling it on the Net) , so I have to read the translated manual by Babel Fish.Ā  The manual was not enough but I found a great Japanese website explaining the details using Mikoto (http://umemori69.hp.infoseek.co.jp/umemori69_005.htm). You can download Mikoto from that page too.

Ā Mikoto
Mikoto 0.4

Too bad that the instructions are in JPGs (instead of HTML) so I cannot translate them using Babel fish. Luckily, I finally understand how to use Mikoto. Maybe someday I will make an introduction and step-by-step tutorials about Mikoto.

The same problem happen when I was using Mikoto2X. I couldnā€™t found English-speaking person who can use this tool. But I managed converting my Mikoto animations using this tools and the result is perfect!! When I play the .X animation in Irrlicht engine, I found no problems at all. All the animations are exported perfectly and the frame numbers stay the same.

So why do I use Japanese tools? I could have done everything using Blender.

I am interested in Japanese or anime character style, even the 3D ones. And most of Japanese use Metaseq or Shader to model the anime characters, at least the ones that you can download for free. And these tools are easy to use. Blender is powerful but it is very hard to use and I donā€™t like the interface. Iā€™d rather spending my time polishing my model rather than figuring out how to use this and that in Blender. But thatā€™s just my personal preference.

I hope I will have time to make tutorials about these tools so everyone canĀ  get the same experience with me šŸ˜‰