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Re: What are you working on? [Re: ratchet] #385096
10/12/11 22:18
10/12/11 22:18
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
thanks. your not wrong about the armor, just early laugh still working on it :)im making a club for him right now and then im doing some leather straps for the armor. as far as the smile, his face will be rigged and im still working on an inner mouth piece for him since im modeling that seperate (seemed like it'd be a pain to do it with the character in sculptris)

its for a game that im not sure which engine im going to use for it. thinking a8/7 then was going to use torque but then i lost use of my good computer so i might be back to a8/7 with it. its more of a side project and demo that i do in between other projects, but im releasing all the art for sale as i finish it (same game i made the kobald for) I've already done some a7 engine renders, and they are turning out nice, much nicer than those blender screens laugh

Re: What are you working on? [Re: ratchet] #385112
10/13/11 06:44
10/13/11 06:44
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Originally Posted By: ratchet
But again this is general head, it some some people havign eyes in the borders really :), or some having them near the noze and large head, really you should observe people of any age !

Nonsense. It isn't even anatomically likely or possible at all.
Just have look on group fotos.
Just as one of thousends: http://unity3d.com/company/
Measure the distances between the edges of the eyyes and the side of the head, between chin and head top, between chon, mouth, nose (lower end), eyes(height) and top.
You will see that all of the faces within those group fotos are very close to the standard proportions. (Maybe, this foto is a bit too small to actually measure th eproportions, but there are enough fotos that are very large.)

I mentioned 'anatomy' - that's a different point to consider when modelling or painting.
It is not identical to proportions, although proportions depend on anatomy.

It is a point that came to my mind when looking at your model, lostclimate. I thought about what I'm missing in your model. I'm missing details anatomy.
Anatomy is about our expectations how the body of the given model 'works', it is about where we expect to see 'hints' through the skin about the muscles and bones and ligaments and joints of them, and it is about 'weights', means, that we expect that a big muscle is connected to strong ligaments and strong bones that are able to bear the strength of the muscles.

Hints of anatomy is that what comes additionally in when we are forming cartoony characters, because their forms are often anatomically impossible.
The exaggeration of certain parts is compensatd by anatomical details. Additionally, there are conventions of drawing (expecting) cartoony characters, that you have to consider, too.
Nontheless, cartoony characters and, even more, caricature have some different rules, too.
The following picture from the wiki is a nice example:


Re: What are you working on? [Re: Pappenheimer] #385144
10/13/11 13:39
10/13/11 13:39
Joined: Dec 2010
Posts: 66
München (Germany)
dice Offline
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dice  Offline
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Joined: Dec 2010
Posts: 66
München (Germany)
My roleplay towerdefense game is progressing grin

For more Screenshots look at: http://www.mjip.de









Re: What are you working on? [Re: dice] #385150
10/13/11 15:25
10/13/11 15:25
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Experimenting with ent_buffers and sort of creating AABB movement, no c_trace/ c_move involved:




"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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Re: What are you working on? [Re: Superku] #385151
10/13/11 15:34
10/13/11 15:34
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Joined: Dec 2008
Posts: 1,660
North America
Cool stuff! You wouldn't mind sharing your results, would you?


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: What are you working on? [Re: dice] #385156
10/13/11 19:05
10/13/11 19:05
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
Originally Posted By: dice
My roleplay towerdefense game is progressing grin

For more Screenshots look at: http://www.mjip.de









looks nice, im currently working on a td game too only for android.wondered what your doing for describing a path? I know i struggled with how i wanted to implement it. i ended up with a very unconventional way of doing it i think that still makes the game fun, but also works better form mobile phones.

EDIT: figured i'd show the progress on the club laugh :



Last edited by lostclimate; 10/13/11 20:00.
Re: What are you working on? [Re: lostclimate] #385160
10/13/11 19:54
10/13/11 19:54
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
Looking good there! laugh


Click and join the 3dgs irc community!
Room: #3dgs
Re: What are you working on? [Re: Joozey] #385162
10/13/11 20:28
10/13/11 20:28
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
@Losticmate:
For the path i already used A8 Path points system to for example make a character follow path, A8 have already simple functions like NextNode , FindPath etc ...
it's easy to create on the editor and to manage by code laugh

@dice :
You couldchange the textures in the final version, they look like having too much noise perhaps ?
You could put some Blurr filter on your ground textures to make them less grainny from long distance view ?
Or use some Bloom filter in game to have more homogeneity on graphics, it looks like all elements and textures was not in the same ambient light.







just my personnal taste.

Anyway great game , a tower defense for 3DGS laugh !
Keep it up.


Last edited by ratchet; 10/13/11 20:42.
Re: What are you working on? [Re: ratchet] #385163
10/13/11 20:55
10/13/11 20:55
Joined: Dec 2010
Posts: 66
München (Germany)
dice Offline
Junior Member
dice  Offline
Junior Member

Joined: Dec 2010
Posts: 66
München (Germany)
Originally Posted By: lostclimate
looks nice, im currently working on a td game too only for android.wondered what your doing for describing a path? I know i struggled with how i wanted to implement it. i ended up with a very unconventional way of doing it i think that still makes the game fun, but also works better form mobile phones.


There are two types of towerdefense in my game: the one's with a preset path and the one's where monsters can decide which way they choose.
For the first type I used the path tool in the wed editor... every level has its default path!
The second type I implemented the Dijkstra-algorithm, where the monsters choose the shortest path to their goal.
How did you implement youre way of "pathing" ? laugh


Originally Posted By: ratchet
@dice :
You should change the textures in the final version, they look like having too much noise perhaps ?
Or use some Bloom filter to have more homogeneity on graphics,
it looks like all elements and textures was not in the same ambient lightor not lit.
Event if you don't use lights you can adjust luminosity of textures to matche better ?

just my personnal taste.

Anyway great game , a tower defense for 3DGS laugh !
Keep it up.


Hehe, I know the design looks horrible! Ill improve it when game mechanics work correctly. I dont know much about good texturing and lightning... at this time my game only uses the standard texture pack from 3DGS laugh
I also want to implement some terrains to let the environment look and feel better... I want to do so much!!! grin
But thanks for the hints wink

GreetZ
dice

Re: What are you working on? [Re: ratchet] #385164
10/13/11 20:57
10/13/11 20:57
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
@ratchet, i was actually asking dice wink what kinda game are you working on though?

lol i know i update too often but :



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