thanks for the effort, but the pictures didn't show. I watched the clip, pretty nice. Can you make characters where the user can change the appearance in all kinds of ways like height/shape/color/gender in a menu? Can you make characters that are more detailed and life like?
Noob65
Re: More newbie questions
[Re: Noob65]
#94123 10/12/0619:4310/12/0619:43
THe level of detail of a model is limited to what Gamestudio and the user's computer can handle. You CAN make a model with a few hundred thousand polygons and make it really life like but you can't use that in Gamestudio. You have to try and use polygons sparingly and make your model look as nice as possible with proper skinning.
Making a model that can change shape height, colour etc would be partially done with different models (for a different gender you just use two different models) and other options are mostly done with scripting I think - but I am no expert and have never done this myself.
Things about CInema 4d: CInema 4d is a 3d program meant for creating high quality 3d animations. It features nice tools to make modelling much easier and allows you to make animations using bones (and IK). As far as I know you should also be able to export the animations to MED and thus avoid having to do the animation in MED but I have never done this so I don't know. Skinning should aslo be possible to do in C4D with the "3d Photoshop" - Bodypaint. I haven't used it but it should make making a good looking model easier.
great thanks for all that information, it really help. You say A6 can't handle the high polygon characters, is there any game developing software that can?
Noob65
Re: More newbie questions
[Re: Noob65]
#94125 10/12/0620:2310/12/0620:23
Almost all games feature lowpoly characters. They manage to make them LOOK high poly by for example making a highpoly version and then using this as a normalmap(or is it called heightmap) on a lowpoly version of the model or using it as a texture for the lowpoly version of the model. Also if you use LOD you can get away with making the models slightly higherpoly when they are closeby the camera.
Also the amount of models onscreen make a difference. In fighting games where you only see two models at the same time you can get away with using much more polygons for a model than in a rts that has a lot of models onscreen at a time.