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2:40 pm January 4, 2012
| porrhandske
| | Sweden | |
| New Member | posts 2 | |
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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.
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3:19 pm January 4, 2012
| Karmalis
| | United Kingdom | |
| Member | posts 32 | |
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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.
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3:24 pm January 4, 2012
| Bozec
| | Toronto Ontario | |
| Member | posts 12 | |
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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! 
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3:29 pm January 4, 2012
| porrhandske
| | Sweden | |
| New Member | posts 2 | |
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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
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4:21 pm January 4, 2012
| Karmalis
| | United Kingdom | |
| Member | posts 32 | |
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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
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4:30 pm January 4, 2012
| quill18
| | Ontario, Canada | |
| Admin
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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.
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I'm just a dude with Fraps and too much spare time.
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4:32 pm January 4, 2012
| Karmalis
| | United Kingdom | |
| Member | posts 32 | |
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4:36 pm January 4, 2012
| quill18
| | Ontario, Canada | |
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Good link, btw, I had no idea that modern games were pushing 30k+ polys for main characters.
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I'm just a dude with Fraps and too much spare time.
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4:39 pm January 4, 2012
| quill18
| | Ontario, Canada | |
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In that thread, there's also this great link:
http://unity3d.com/support/doc…..mance.html
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I'm just a dude with Fraps and too much spare time.
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7:16 pm January 4, 2012
| Buzzbrad
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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
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8:09 pm January 4, 2012
| quill18
| | Ontario, Canada | |
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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.
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I'm just a dude with Fraps and too much spare time.
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10:09 pm January 4, 2012
| MetaSkipper
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| Member | posts 49 | |
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Is this the "official" model thread?
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Artificial Intelligence is no match for Natural Stupidity.
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10:50 pm January 4, 2012
| Smight
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my attempt at concept art and model ship
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11:13 pm January 4, 2012
| Buzzbrad
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| New Member | posts 2 | |
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lol guy looks like the tron guy
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12:44 am January 5, 2012
| Bozec
| | Toronto Ontario | |
| Member | posts 12 | |
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My much poorer attempt at a spaceship A work in progress nonetheless!
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3:50 am January 5, 2012
| quill18
| | Ontario, Canada | |
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Holy freaking crap! Those models look amazing.
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I'm just a dude with Fraps and too much spare time.
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9:17 am January 5, 2012
| rino900
| | oregon trial | |
| Member | posts 10 | |
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Here is my poor attempt at an alien spaceship. I call her the tadpole:
 
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10:54 am January 5, 2012
| Karmalis
| | United Kingdom | |
| Member | posts 32 | |
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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.
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3:55 pm January 5, 2012
| Bozec
| | Toronto Ontario | |
| Member | posts 12 | |
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Feel obliged to keep the competition going by uploading a rough model of a floating alien 
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4:04 pm January 5, 2012
| MetaSkipper
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| Member | posts 49 | |
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My ship. A generic goon ship.

Does anyone know how to hide the black lines?
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Artificial Intelligence is no match for Natural Stupidity.
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