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Models for Project Porcupine

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2:40 pm
January 4, 2012


porrhandske

Sweden

New Member

posts 2

Since I was only a part of the stream(the blender one) for a little time, I have a small question about the models in the game.

I.E I know that you said low polygon characters(I am focusing on does for this question) but now to the real mind disturber in my head, has anything been said about if there are gonna be realistic or cartoonist or a mix between them (see warhammer 40k) can be a good thing to now if people like me wanna start with some modeling right now and post some ruff models here in the forum.

Make your models dance!

3:19 pm
January 4, 2012


Karmalis

United Kingdom

Member

posts 32

Post edited 3:22 pm – January 4, 2012 by Karmalis


I doubt if you could start modelling stuff right now especially when the project specifics have not yet been fully decided. I believe that you would need to actually know what to model. Though I could be wrong.

3:24 pm
January 4, 2012


Bozec

Toronto Ontario

Member

posts 12

Karmalis said:

I doubt if you could start modelling stuff right now especially when the project specifics have not yet been fully decided. I believe that you would need to actually know what to model. Though I could be wrong.

I agree but if you are looking to model for the game just get used to the software so when the general concept is complete you can start right away! Laugh

3:29 pm
January 4, 2012


porrhandske

Sweden

New Member

posts 2

What I have heard so far sci-fi rogue like game or has it change now?

What I am meaning is that you can still do models now and see what people want to have and not have there for the ruff models 

Make your models dance!

4:21 pm
January 4, 2012


Karmalis

United Kingdom

Member

posts 32

porrhandske said:

What I have heard so far sci-fi rogue like game or has it change now?

What I am meaning is that you can still do models now and see what people want to have and not have there for the ruff models 

 

You are correct. It is probably going to be a sci-fi rogue-like, but you would still need ideas, style, concepts and then start modelling. For now it should be enough to have only dummy objects in scenes. In fact, some games are built like that. The modellers don't even know what the developers are doing. But what they do know is the style, the concepts or at least some basic drafts of what the game engine needs. Nobody is going to say "We need a cup". That's too generic. You need to know is it going to be a "Battlestar Galactica" style cup, a "Star wars" style cup or a "Matrix" style cup.

Still, concepts and drafts can be done in Blender (or any other application) and then shared as ideas. It would also boost the skills of working with the applications.

As for polygon count there is a very nice discussion on Unity forums: http://forum.unity3d.com/threa…..is-optimal

4:30 pm
January 4, 2012


quill18

Ontario, Canada

Admin

posts 449

Post edited 4:34 pm – January 4, 2012 by quill18


Karmalis said:

I doubt if you could start modelling stuff right now especially when the project specifics have not yet been fully decided. I believe that you would need to actually know what to model. Though I could be wrong.

You're not being very agile right now, Karmalis. :)

Form follows function, but function also follows form.  We know that we're going to have some kind of sci-fi, roguelike, RPG-ish thing.  At this point, even concept art and temporary placeholders would be nice!

 

Go ahead and start modelling whatever you like. A spaceship, a chair, rubble and loose rocks. Heck, make enemies if you think you can handle it (monsters, guys in cyberarmor).  Make it cartoony or make it realistic (but keep in mind that whatever you do might be replaced down the line!)  We'll need to start seeing things to get an idea of what we want.  You can texture them or leave them unfinished.

 

The art direction is mostly going to come down to the talents of whatever artists provide the content, especially early on.  Once we've got a few pieces that we can agree look good, we'll point at those and say: "Make more like that!"

 

At this point, the only technical guidelines are probably going to be: 1 unit = 1 meter (~3 feet).  A standard "human" size figure should fit in a 2x2x2 box.

I'm just a dude with Fraps and too much spare time.

4:32 pm
January 4, 2012


Karmalis

United Kingdom

Member

posts 32

Touché

4:36 pm
January 4, 2012


quill18

Ontario, Canada

Admin

posts 449

Good link, btw, I had no idea that modern games were pushing 30k+ polys for main characters.

I'm just a dude with Fraps and too much spare time.

4:39 pm
January 4, 2012


quill18

Ontario, Canada

Admin

posts 449

In that thread, there's also this great link:

 

http://unity3d.com/support/doc…..mance.html

I'm just a dude with Fraps and too much spare time.

7:16 pm
January 4, 2012


Buzzbrad

New Member

posts 2

Yah im really good at animating and modelling in 3DS max. I would love to work on the game. Also quill when i try to PM someone i get this error:

 

Fatal error: Call to undefined function sf_message_control() in /home/monalea/public_html/towerdive.com/wp-content/plugins/simple-forum/sf-loader-forum.php on line 51

8:09 pm
January 4, 2012


quill18

Ontario, Canada

Admin

posts 449

Buzzbrad said:

Yah im really good at animating and modelling in 3DS max. I would love to work on the game. Also quill when i try to PM someone i get this error:

 

Fatal error: Call to undefined function sf_message_control() in /home/monalea/public_html/towerdive.com/wp-content/plugins/simple-forum/sf-loader-forum.php on line 51

Looks like it broke in one of the updates.  Should be fixed now.

I'm just a dude with Fraps and too much spare time.

10:09 pm
January 4, 2012


MetaSkipper

Member

posts 49

Is this the "official" model thread?

Artificial Intelligence is no match for Natural Stupidity.

10:50 pm
January 4, 2012


Smight

Member

posts 22

http://img546.imageshack.us/img546/3424/ssd10.jpg

http://img16.imageshack.us/img16/289/genericspacemarine.jpg

 

my attempt at concept art and model ship

11:13 pm
January 4, 2012


Buzzbrad

New Member

posts 2

lol guy looks like the tron guy

12:44 am
January 5, 2012


Bozec

Toronto Ontario

Member

posts 12

My much poorer attempt at a spaceship Cry A work in progress nonetheless!

3:50 am
January 5, 2012


quill18

Ontario, Canada

Admin

posts 449

Holy freaking crap!  Those models look amazing.

I'm just a dude with Fraps and too much spare time.

9:17 am
January 5, 2012


rino900

oregon trial

Member

posts 10

Here is my poor attempt at an alien spaceship. I call her the tadpole:

10:54 am
January 5, 2012


Karmalis

United Kingdom

Member

posts 32

rino900 said:

Here is my poor attempt at an alien spaceship. I call her the tadpole:

 

No attempt is poor. You are doing a good job and learning at the same time. A few more tweaks and fixes and this might just be looking spot-on.

3:55 pm
January 5, 2012


Bozec

Toronto Ontario

Member

posts 12

Feel obliged to keep the competition going by uploading a rough model of a floating alien Wink

4:04 pm
January 5, 2012


MetaSkipper

Member

posts 49

My ship. A generic goon ship.

A ship.

Does anyone know how to hide the black lines?

Artificial Intelligence is no match for Natural Stupidity.


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