Hey guys! I started a thread over on the mtbs3d forums while waiting for my Oculus Rift developer kit to arrive. I decided a few days ago that I would make one of my life long goals become a reality. I have decided to use my Rift to link to Myst Island from the classic game franchise Myst.
For those of you who aren't familiar, let me elaborate for you. The Myst series is all about teleporation and expoloration of strange, new, and often exotic worlds. And how this is done is by finding various books scattered about, hidden from plain sight that, once opened, display a small moving picture on the cover page of this book. And when you place your hand on this page, you are teleported inside the book to explore completely new environments. This is something that's not very far, in feeling, from experiencing truly immersive virtual reality, moving from one world, to another in a matter of seconds.
To paraphrase my thread at mtbs3d:
The goal of this project is to give Myst Island a facelift, and on top of that, to bring it to the next generation in terms of visual fidelity. I want you to be able to walk around Myst as it was when Sirrus and Achenar were children. Blue skies, birds chirping, buildings clean and new, fish swimming on the shore near the dock.
I'll be using this thread to post my progress along the way, from importing assets, to improving them, to generating the new terrain from the actual island model that i can paint grass and flora onto.
I intend this to be a freeware release that will ultimately be reliant on the player owning a copy of the one either realMyst, or Myst Masterpiece edition.
At the bottom of this post will be progress pictures from when I started two days ago, to where I am now.
What do you think of this venture, and what would you like to see?
if you have any comments on the legalities of this project, I intend to talk with the Miller brothers about this undertaking, and hope to gain their support as it's intended as a freeware experience with all new assets (derivative however)
Imported the island as seen in Myst V into blender, patching holes to create a new heightmap:
Imported the heightmap into the UDK onto a terrain that I can sculpt more detail onto:
Imported placeholder meshes taken from Myst 5 into UDK for placement of final structures and terrain manipulation:
Imported the rest of the placeholder structures, have a simple mockup texture applied to the terrain:
Begining to create new terrain textures, replaced texture on the mountain:
Replies
Good luck with it
But hey, so long as you're going for it, why not do the moving parts? It's just a little kismet and some custom materials, right?
@pixelb: I might just end up doing that. This is my first actual UDK project and i'm learning it quickly enough so far. Perhaps kismet will be just as easy to learn
Also I got a disheartening letter from someone named Tom, over at Cyan who says that they arent handing out license for using Myst Assets in the way i've requested and that they are currently looking into the Oculus Rift as an interesting thing to integrate into their own projects. That's fine and dandy and everything but I dont intend to use their assets, just their likenesses. Its a strange email considering the fact that they gave the Starry Expanse the okay and i'm doing exactly what they are, only i'm not recreating the whole game. So I'm going to keep up work on this, and when I have something good to show off, i'm going to go over their heads and talk directly to the tinsel man and his brother with a proper pitch video.
Here's images!!!
(not bad for only having 1 week's experience with UDK, self taught!)
I have a whole bunch of people on the oculus subreddit asking.
What do you think? Crits and comments are beyond welcomed. I'm using this as a way to brush up on y environmental modelling and I can use all the help I can get. I plan to go all out next gen with this, while still staying within a fairly reasonable polycount (since i'm on a gaming netbook, clevo w110er essentially)
Edit: In case you don't know, I do have my rift now, and I spent a good 45 minutes the other day walking around on Myst Island in VR for the first time. I was too busy to do so before I finished work on my game. I have to admit, once i adjusted the player speed to more of a casual walk, it was a much bigger, more immersive, and amazing experience. The only issues i have with it right now are how the hell to "turn off" DOF in udk without disabling it. I basically require DOF in order to use the hmd warping, and with it toned all the way down, i get strange artifacts on distant pixels where they are trying to blur but just end up looking chunky and ugly. I'll post an example image in a few minutes.
I've got some questions for the more established environment artist on the forums. What's the best way to try and tackle texturing something like this? Would you go modular, dividing the pool into pie like slices?
Have you played Myst Online?
There are so many incredible sights and landscapes with conforming structures to be enjoyed. The art and atmosphere still competes with todays titles.
Have you played Myst Online?
There are so many outstanding sights and landscapes with conforming structures to be enjoyed.
The art Cyan Worlds produces still competes with even todays newest titles. Highly recommended. Go check it out!
I've been wanting to remake Myst Online in a modern engine, namely Cryengine 3/UDK/Unity 4, but haven't come close to finding the right kind of folks to help put something both fun and pretty together.
Most seem more taken by laser cannons, zombies and orcs than the serenity and enjoyment felt while exploring and uncovering wild new places and characters.