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GEEK TO GAME PROJECT
Hi
there,
I am The SkinwalkeR, and I have been charged with
the task…nay, the awesome responsibility of bringing the Firefly
fans their very own digital Serenity in the form of an Unreal Tournament
2003 Deathmatch map. My adventure started when my good friend Kyle
asked me to come tour the set of the outrageously wonderful new
sci-fi show Firefly. Now, at this point I had not yet seen the show,
so I was unaware of its outrageous wonderfulosity. Not knowing what
to expect, I drove to FOX studios to see my long-lost friend and
go on board the marvelous spaceship. After a few hours parking,
I met up with Kyle and we proceeded to the office of Kelly, who
was to be our guide. Without Kelly we would surely have been attacked
and devoured by one of the many key grips and set carpenters that
prowl the set sewing the flesh of their victims into their show
jackets.
Armed with nothing but my crappy digital camera,
Kyle’s somewhat-less-crappy digital camera, and Kelly’s
superhuman strength and unequaled hand-to-hand combat skills, we
wandered the empty corridors of Serenity. Kelly led us around the
bridge, kitchen and engine room. When trying to show us how the
engine spins, she inadvertently knocked a rather important looking
chunk off of it, no doubt due to her aforementioned super strength.
So I am skeptical that it was a faulty compression coil that stranded
the crew in the "Out of Gas" episode.
After this apparently "accidental" sabotage,
we continued to the common area and infirmary, and then onto the
cargo bay. When we entered the cargo bay, something in my mind went
“bing.” It was perfect! I wanted to snatch up a rocket
launcher right then and there, and rain down upon my companions
from the perfectly-placed catwalks. It’s as if the set designers
had “deathmatch map” in mind when they drew up the blueprints.
I resisted the urge to frag my companions, and took many texture
samples to aid me in my work. It is a fantastic set, and I was very
very impressed during and after my tour. After all was said and
done, I was given the ship blueprints and tapes of the existing
episodes, and sent to my task.
I’m currently well into working on it, and
thanks to having actually seen the show, I am also mildly obsessed
with it. I work from a powerful laptop computer using Lightwave
to construct the static meshes that will eventually make up the
ship. I am trying to bring more than just a vague representation
or a moderately-accurate model of the ship. Now that I’m hooked
as a super fan of the show, I want to add little details that only
the true geekzilla would appreciate. Thankfully, the capabilities
of the newly released Unreal engine allow me to do just that.
I have almost wrapped up modeling the bridge,
and it weighs in at around 4,000 polygons, though it will undergo
some optimization and have some things added to it. Once I have
modeled all of the rooms in the ship (and have them clean and to
scale), I will start texturing them. It is a painstaking process
when trying to re-create something in such detail. I watch each
episode about twice a day, and I’m always finding new things
or seeing stuff at angles I hadn't seen them at before. Well, so
it goes. It’s lots of fun, and I’m really into the show…literally
I guess. I hope Kelly doesn't beat me up for snitching on her little
“engine sabotage” job.
The SkinwalkeR
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