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Re: Humble Bee Island [Re: Excessus] #103587
12/23/06 00:34
12/23/06 00:34
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
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Alexander Esslinger  Offline
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Joined: Oct 2000
Posts: 1,543
Germany
Since when do bees have fur??

Re: Humble Bee Island [Re: Alexander Esslinger] #103588
12/23/06 00:40
12/23/06 00:40
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Joined: Jan 2003
Posts: 4,305
Bees have Fur

or hair in some cases.



Re: Humble Bee Island [Re: Alexander Esslinger] #103589
12/23/06 00:50
12/23/06 00:50
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
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zwecklos  Offline OP
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Posts: 274
Switzerland - Zurich
We are not sure yet if the player is going to be just a bee.

Maybe we are going to upgrade it to an humble-bumble-bee so a fur-shader would fit here

cheers

Re: Humble Bee Island [Re: zwecklos] #103590
12/23/06 00:53
12/23/06 00:53
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

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Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
or just add some layers of polygons, and give it a noise texture, like i did it once as test after playing Shadow of the Colossus.

Here a testshot from Cinema4d i made that time:




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Wind weht alle Worte fort,
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Re: Humble Bee Island [Re: Captain_Kiyaku] #103591
12/23/06 01:01
12/23/06 01:01
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
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zwecklos  Offline OP
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Posts: 274
Switzerland - Zurich
Quote:

or just add some layers of polygons, and give it a noise texture, like i did it once as test after playing Shadow of the Colossus.
Here a testshot from Cinema4d i made that time:





this is a damn nice looking good effect, we are still exploring all the possibilities to realise fur.
Your effect opens new points of view for our purposes, thanks for this example.

cheerio

Edit PS: what is "Shadow of the Colossus"? Is it maybe a nice game that I have missed?

Last edited by zwecklos; 12/23/06 01:05.
Re: Humble Bee Island [Re: zwecklos] #103592
12/23/06 01:07
12/23/06 01:07
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

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Posts: 4,801
Richmond B.C., Canada
yeah, and if you have a good sorted vertices for those polygons, you can write a script that let them wave by moving the vertices from layer to layer just for a bit. like all vertices in layer 1 (on the bottom) moves for 1, the layer abour vor 1.5, the layer above for 2, and so on. and let it swing around, maybe even depending on the fly direction so the hairs get pressure from wind. its a greatz effect, just a bit "hairy" (8D) to script.


My Blog

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Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Re: Humble Bee Island [Re: Captain_Kiyaku] #103593
12/23/06 01:16
12/23/06 01:16
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
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zwecklos  Offline OP
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Posts: 274
Switzerland - Zurich
Sounds really interesting...
We surely will check out this technique. Do you think it will be more efficiently than a common fur-shader (fps dis-/advantages)?

cheers

zwecki

edit: with this technique you could be able to move/animate the fur-layers dependet to the physical forces acting on the bee...this would look terrible amazing!

Last edited by zwecklos; 12/23/06 01:27.
Re: Humble Bee Island [Re: zwecklos] #103594
12/23/06 01:41
12/23/06 01:41
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
well without moving the hair, i think its faster than the fur shader (at least it was for me. depends on how many layer you add and how many polygones they have)

the vertices movement might be a bit slower, but again, depends on the amount of layers.

but yes, thats a big advantage, you can let the fur react to wind/physic.

EDIT: Actually, if they are seperated models, you can just move the UV map of the fur, depending on the wind/physic again. but then you need to call more function, which might slow it down too.

Last edited by Kihaku; 12/23/06 01:42.

My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Re: Humble Bee Island [Re: Captain_Kiyaku] #103595
12/23/06 03:25
12/23/06 03:25
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
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zwecklos  Offline OP
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Joined: Sep 2005
Posts: 274
Switzerland - Zurich
Thats already sound like a work-around for me....
Just moving the uv map with a speed/direction value (uvspeed) calculated by the force which is acting to the modell will speed up the things
and would be also a very nice effect...
Arrgh I wish I would be at my workstation in the office. I want to test out some things... You made me horny on a couple
of ideas too bad its x-mas and family-time argh aaargh I have to wait.

cheers and thx again for the nice inspirations.

zwecki

Last edited by zwecklos; 12/23/06 03:35.
Re: Humble Bee Island [Re: zwecklos] #103596
12/29/06 16:01
12/29/06 16:01
Joined: Sep 2005
Posts: 235
Switzerland - Zurich
sinnlos Offline
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sinnlos  Offline
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Joined: Sep 2005
Posts: 235
Switzerland - Zurich
Hiya...

the project still goes on...
we mentioned that we will extend the terrain to an whole island.
this is what we have so far:



what we have done so far on level design:
- added cliffs
- added sand
- added stairs from the path down to the boat landing stage
- added boat landing stage (ein Steg beziehungsweise eine Anlegestelle für Boote, wie heisst das zum Teufel auf Englisch?)
- added a cave which is connected to the well


still to do on level design (or at least planned):
- more trees
- bushes
- add interior to the house: table, chair, shelf
- beehives
- add plants on the new parts of the terrain
- add grass

besides this we are fighting with the multiplayer-script... wouldn't it be fun flying around this island with ur friends as bees.

stay tuned... demo coming next week!!! hopefully

cheers

zwecklos & sinnlos

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