Release schedules [Miniature Multiverse]

In answer to some valid questions about the Itch.IO release vs. free version vs. the benefits of being a member on this website, the plan looks like this:

Sept. 2017: Vyrsul, Pryme & Lokus, made available both to members on HornbostelProductions.com and also Itch.IO.  I know I’d said the members would get access to new content before anyone else, but that’s mainly true with updates, not the intial release.  As for free non-paying visitors, nothing released for them in September as far as Miniature Multiverse goes except for some video content from the project and a few screenshots.  Sorry!

November 2017: An update with some new content [scope of first update is TBD, depends on success of launch] hits for members, then for Itch.IO customers a week or two later.

December 2017: A free version of the program [demo] released on MiniatureMultiverse.com, which contains only Lokus*

January 2018: Update two, with more worlds made available for members, with release of it on Itch.IO a couple weeks later.

February 2018: Launch will have taken place on Steam by this point.  All three initial worlds available for free [maybe] at end of this month.

After that time, the rate of production will be evaluated further. If the project is failing horribly as a sale item, it might be shut down here, and not get more than the initial two updates… or ultimately no more than seven worlds in all.  If moderately popular, it’ll keep on going, and if it’s doing really well it may actually expand the rate of production to updates of 4-5 worlds per update, not two.  In this case, there could be about 20-25 worlds in ‘Miniature Multiverse’ by end of 2018.

There’s a possible growth spiral and I aspire to make that a reality, where the more updates, the better the product looks to people and the more sales it makes, thus funding more updates, and so on.  If I can get things going in that way that would be awesome.

 

Miniature Multiverse launching soon on Itch.IO!

A few quick notes on what had earlier been teased.  Firstly, Miniature Multiverse, a project mostly stalled since 2011, has moved forward, as I’ve realized that I can now get it done – I have a new high end camera setup, better than what I had during the Kickstarter – and I’ve gotten much better assets and experience with Unity, so… all that was missing was some specialized miniature materials and a few additional weeks of work and I could get this out there.  So that effort began in earnest a few weeks ago.  And now I’m publicly discussing it.

There’s an Itch.IO page and a website that is active again:

MiniatureMultiverse.com.  The site needs some work in the hours/days leading to actual launch.  The Itch.IO page does too, but once the updates to those two pages start flowing, you’ll know release is just hours or minutes away.

Miniature Multiverse launching in a few days
Miniature Multiverse is launching in a few days

I’ve changed my method of panoramic capture, but the good news is that the last-minute change will improve the visual quality of the tour – and it also means that I’m working through the process of photographing the tour and I’ve figured out the best available approach.  Which in turn implies something is there to photograph… and in fact, all of the three worlds in the initial version of the tour have been assembled as extensive miniature environments.  And by extensive, I mean usually about 4 or 5 feet from one end to the other, with a lot of varied detailing but in a small enough scale that I can get my arms out to my camera over any part of the miniature, and also big enough, that the camera can be carefully positioned in the various nooks/crannies of the landscapes.  They look beautiful BTW, and I’ll post a lot of material related to the project shortly.

But for now, here are some key things to consider.

One, the tour has well over 50 nodes across only three worlds [Pryme, Lokus, and Vyrsul] BUT those worlds are restructured to be a bit bigger than had intially been envisioned, so there’s actually plenty to explore here, despite the fact that the first release only has three explorable locations.

Two, I’m selling this on Itch.IO for $1.75 (plus a tip if you’re so inclined) in hopes of covering the costs involved in expanding the tour to include new worlds, so that the project can grow over time. Those new worlds will, if funded, be released as free updates to the tour!

Third, it has no HTML5 release, only Windows / Mac OS X / Linux versions. I’ll package all those into the $1.75 download archive, so there won’t be any need to buy multiple copies for multiple platforms.

Four, as stated earlier, I am not using the single-shot capture method I started out with anymore, and this image explains why that was a flawed method and inadequate graphically in my view:

New VFX stock footage .GIFs!

All of the video archives in the ‘Stock Footage’ section of TriumphantArtists.com, now have little .GIF previews so you can see what you’re downloading before downloading it.

Here are some great examples of this, in the ‘pyrotechnic’ category:

 

HD pyrotechnic stock footage

All of this is free and royalty-free and you can use it in your own video projects.  Please, however, don’t try to sell the content or pass it off as your own work.  You can, however, redistribute it for free by sharing links to TriumphantArtists.com.  Okay?

I have ordered a video camera capable of recording 720p HD video at 120fps.  That is, when played back at 30 fps, it’s 1/4 speed, slow motion footage.  So the blasts of fire and sparks will look HUGE but they’re really quite small – the nature of high-speed video means that at this framerate everything should move as if it were 16x larger.

The collection will be a modest batch of ‘zero-gravity’ pyrotechnics elements for all your indie sci-fi blockbusters.  These are also great for exploding aircraft shots and other explosions that are in the air.

I’m shooting these essentially the same way Hollywood would, but with somewhat cheaper supplies on a smaller scale, and no salary involved.

There’s a little remotely triggered bundle of explosive material, ignited electrically from a switch & radio setup – when the switch is flipped, the radio signal activates an electrical charge and that ignites/blows apart the rest of the materials like coffee creamer, debris chunks, etc.  The whole explosive rig is hanging beneath a fireproof black backdrop [Duvetyne cloth] and the surrounding area is sprayed in advance with Fire Gard, a fireproofing liquid, to minimize risk of other things catching on fire.  I’ll also have two fire extinguishers on hand, and three containers of water, two of them with spray nozzles, one is basically a large bucket.

I’ll be triggering this from a safe distance wearing a protective mask/goggles.  I’ve read up on relevant precautions and will do this as safely as I am able.

The ‘zero gravity’ recording will be captured with an HD camera and telephoto lens; these won’t be under the explosion for obvious reasons, so I’ll be using an acrylic reflecting surface [like a big cheapo mirror] positioned at a 45-degree angle directly under the blast, with the camera viewing and recording the reflection of the explosion off the surface.

I’ve plugged in the physics numbers for the sequences and can say fairly confidently that the main portion of each fire burst effect will last about 2.5-3.6 seconds when played back at 30fps.  Maybe some drifting smoke and haze after that but not much else.  There may be about seven or eight of them in all.  They’re, as I’ve said, small effects by necessity, but the high speed photography will help with that.

This recording effort may occur within 2-3 months, and other supplemental effects for a few of my video projects, a few months after that.  If the idea of highly affordable pyrotechnic and other useful video effects elements at under $1 per clip, sounds great, then by all means keep an eye on the TriumphantArtists.com stock media page.

Big explosion sequence!

Date the below entry was originally posted – June 25, 2016.  If you don’t know why the old copy was lost, check this post:  Website Port and SSL upgrade completed

 

Here’s an effects test for my upcoming short video ‘Averting Apocalypse’, with fire simulation. The 3d physics simulations are increasingly high quality and large in scope, to the point where I’m questioning whether miniature effects will have a place in my videos at all in the future. CG fire and explosion sequence Computer generated fire effects I mean, let’s face it, there’s something very satisfying about scale models going boom Derek Meddings/Joe Viskocil style, but the materials required to do that well can add up to make that somewhat impractical. I may even fake the miniatures in some parts of “Tinyville Disaster 2”, and that’s a video which relies heavily on the charm of miniatures! I think ‘Duel 2030’ may have been my last big miniature-effects project in recent memory, and even that was loaded with 3d animation. I’m getting closer and closer to a thorough integration of liquid effects, rigid body dynamics, and gaseous smoke/fire effects all seamlessly interacting with a lot of detail and realism, which begs the question, why would miniatures be better? Let’s face it, more CG and less real pyro is not only safer, it is less expensive, and that is a big plus when I’m facing down the sheer number of shots I need to get done. I think going the CGI route would save over $250 in the case of [Fortress Siege 2] and $400 in [House Trek: TNG] and $130 in [Averting Apocalypse], $100 in [Video Heist], etc. It all adds up to several thousand dollars saved and that is significant in reducing the obstacles to getting the video projects actually done.

Shop details

Date the below entry was originally posted – June 21, 2016.  If you don’t know why the old copy was lost, check this post:  Website Port and SSL upgrade completed

PRICING

The price of items on the shop here will be based on the eBay ‘Buy it Now’ pricing, with typically only a slight 1-4% reduction in price per item. That’s not thrilling in itself.

The good news is there are a ton of additional discounts planned – discounts for repeat customers, aka loyalty rewards, and also if you refer friends to the blog, there’s a discount. If there’s a sale going on, then there’s another discount on top of that. You’ll even be able to join our affiliate program, which means if you refer somebody to the shop, and they buy something, you get a small percentage of the sale amount!

Basically, I will want the people who are fans of my work – the content on TriumphantArtists.com, PanoramicWorlds.com, etc, to spread the word about this shop because if it takes off I could potentially raise a lot of cash – enough to finish a long list of lingering projects that I really want to complete.

TIMING

The first sale on the shop will be an opening ten-day sale – from June 22 to July 2. There’ll also be a one-day sale on July 4th on a few items, but the broader sale will be in the initial ten day timeframe.

NEW PRODUCTS

-Local event services. If you want some sort of service in the Houston, TX area, especially near the 77023 zip code, such as videography of a special event, mural/wall/large surface painting, or group events/workshops, I will make some of those services available through the shop.

-Unique miniatures in N scale. Got a special place in mind that you want recreated in miniature? I can actually craft a miniature replica of a special location chosen by you. You might want your home recreated in miniature, or some other local building there is no premade kit for. The item can be sent ‘as is’ on a flat surface, for integration into a model railroad layout, or it can be placed in a display case with a painted backdrop, or it can be embedded in a snowglobe! Pricing and other details will be viewable on the shop before too long.  The miniature category will also include a lot of premade designs to choose from.

-DVDs and Blu Rays with either video content or interactive media/games… found nowhere else and made by me!

-Prints of handmade art I’ve designed, i.e. posters and postcards and other similar items.