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Re: What are you working on?
[Re: lostclimate]
#391970
01/17/12 19:36
01/17/12 19:36
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
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OP
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Joined: Apr 2008
Posts: 2,488
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Losticmate, you could be inspired by that for the armor in hard surface : Sculptris hard surface Even without textures it has great patterns. Perhaps it's personnal taste if i prefer more simple htings and less crazy details sometimes? But less details and more clean surface can be good also ! Sometimes general shapes and patterns are lot more important than billion of details. @Otter : I like the gun and it's shapes !
Last edited by ratchet; 01/17/12 19:42.
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Re: What are you working on?
[Re: ratchet]
#391972
01/17/12 20:08
01/17/12 20:08
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Finally: i can read the Erroroutput of the LiteC compiler properly and fix false line numbers: Greets Rackscha
Last edited by Rackscha; 01/17/12 20:08.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: Rackscha]
#391986
01/17/12 23:11
01/17/12 23:11
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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Posts: 4,771
Bay City, MI
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also wanted to add about the youtube video you posted ratchet... part of the problem i have is im using a computer with a single core old amd athalon 64 and an integrated nvidia 6150 all with a whopping 1gb of ram... I cant get nearly as many polys in sculptris as that guy had, i could probably if i had zbrush throw a rough copy from sculptris in zbrush to straighten and harden the lines, but i dont have zbrush either:( I rely heavily on painted bumpmaps for some of the smaller details in that character. I of course still do have a lot of smoothing out to do especially in the face, and have already done a lot, still have to fix the bottom claws and finish the diffuse map. As far as the part you wanted as metal ratchet: its supposed to be bone like material that makes a hard armor cage.:) EDIT: I swear I'll stop hogging this thread soon coming sorta close, still have a lot of color correction/brightening to do and small normal/diffuse map details to add, but soon its off to blender
Last edited by lostclimate; 01/18/12 04:58.
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Re: What are you working on?
[Re: lostclimate]
#391999
01/18/12 05:12
01/18/12 05:12
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Joined: Aug 2002
Posts: 2,183 Germany, BaW�
Rondidon
Expert
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Expert
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
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Very nice character model and pretty detailed. You`re talented I worked on improving the vegetation mesh of my river level and added wineyards, new waving bushes, trees and stuff. That`s how it looks like in the Acknex engine so far. Of course many details are still missing, but I think I`m on the right way in terms of the colors. And I modeled some more fish. This is a zander and it`s lighted pretty bad . For texturing, color adjustments, alpha channel creeation and stuff I use Photoshop Elements 10 and Blender for modeling. Just if you`re wondering. @Otter: Is this Commander Keen`s lazer gun? Looks a lot like it . Very nice modelling. You`re awesome when it comes to comic style.
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Re: What are you working on?
[Re: MasterQ32]
#392183
01/19/12 20:57
01/19/12 20:57
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Joined: Feb 2009
Posts: 2,154
Damocles_
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Joined: Feb 2009
Posts: 2,154
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the game looks very nice, but it runs very very slow on my system. And the installed size is 158MB. Suggestion For an Indy game: -dont try to reach AAA game level detail and effects. This will on the one Hand overload you with work to make a complete game, thus killing motivation , and it is not quick and easy to run on many systems. There are too many professional titles that look better, are complete and run much faster. -> unless you use this as showcase for getting a modelling job in a company. Then this approach is fine. I suggest to program an automatic camera ride through the scene, wich also helps staging effects easier.
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Re: What are you working on?
[Re: Damocles_]
#392186
01/19/12 21:25
01/19/12 21:25
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Suggestion For an Indy game: -dont try to reach AAA game level detail and effects. I disagree with this. AAA developers are people too I think the main issue is scope, rather than detail. That is, detail can be sacrificed for the sake of scope, especially for Indies, but I would not want someone to think "low detail" is a good general rule for Indies.
Formerly known as JulzMighty. I made KarBOOM!
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Re: What are you working on?
[Re: Damocles_]
#392192
01/19/12 22:21
01/19/12 22:21
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
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OP
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Joined: Apr 2008
Posts: 2,488
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@losticmate : I understand with a lower CPu you can'o as high. But Sculptris have the hidden feature to speed sculpting on some parts only From what i see you are alreday high in details. Even with the details you have i could make more regular curves. I think the main problem on your model is lot more that you don't paint regular cruves, even on muscles, this is distortion on surface curve. Some example : [URL=http://imageshack.us/photo/my-images/820/sculptriscurves.jpg/] If you want more control on your surface sculpt i recommend a lot that you use "Clay" feature. This way you keep big control on surface cvolume, like making volume by adding layers. Do you use a tablet or mouse ?
Last edited by ratchet; 01/19/12 22:28.
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