Helloo. I've just begun a course at RMIT University, Melbourne in Video Game Design, we're only three weeks in and me and a team of 4 others have already begun our first platformer project! We're working off the lurps platformer tutorial in Unity.. We think we're gonna build off the base template of the tutorial to create a Fast-paced (some-what isometric) platformer.. something similar to sonic, except you're a miner trying to escape a collapsing mine within certain time-limits. What do you guys think? (let me know if i should be posting elsewhere)
PS im posting this because im hoping to post work as we progress through our game over the next 12 weeks. Cheers!
@ BARDLER
That is what I did, for the rotation. The shaking is mostly the rotation. I think I just make a extra bone in the rig just for the camera then I can really animate how I like while having it fit to the character animation.
@ JoshuaC
That looks really nice. Only the hair looks off putting to me, somehow too chunky and the white color makes it also stand out so much.
Finished up this last night. Moving onto my escape project now. Let me know if you guys see anything terrible about it. While I need to move on ill take not of them and make changes when I get the time.
I have been recently working on a game project called Ostrov with a small team as a final university project. I recently completed the last of the characters so I thought I'd show some renders for the fun of it. If anyone is interested in the project we have a facebook page with more pictures and videos: here
Rig WIP .Wondering if I can get some thoughts from a animator as to if this thing looks way to complex or to complex to really use or understand from the image .I assure you this rig is fairly simple and will be a freebie just wondering if I should change the layout .
Hey, everyone. Crossposting this from the dota 2 thread. I just finished my set and I'd appreciate if you could upvote it(if you like it of course ) so it gets into the store.
I like the fresh color palette of that character, Saman! The bottom renders look really neat. I wish I had a miniature sculpt of him on my desk.
An update to this sculpt - made some minor changes to his outfit and roughed in a pose for him to hold onto something in the future. Although I don't think I will be texturing this model after finishing the sculpt I quickly painted in some values over the render. V
Sup sorry guys for not replying quickly enough been super busy at work thanks all for the positive comments still putting together this art dump give it a week or so... or just buy the game
WipEout: thanks
KennyTies: Yep pick it up it is load of fun
Ruz: yep I loved the old ones too I really gave me a sense of finding something never found before.
Fnitrox: Thanks, we all worked super hard to get it where it is at I still enjoy the game. This is one of those few games that i still enjoy playing even though I worked on it, that is rare sometimes.
poopinmymouth: Awesome yeah I can see how tresspaser and older school games has influenced this game a good bit. I think it has to do alot with the people in the company alot of people here are imo unkown legends who have worked in the game industry for a long time. For example one of my mentors use to be the art director of Zombies killed my nieghbors and dark forces. So people that go even way way back.
Moof!!! Holy shiiiiiiit man! Your tempting me so hard with that concept, But I have too much to do - are you going to finish her up or is that her done ??
Cleaned up and polypainted my tribute to Danny Luvisi's LMS! I may or may not go back in for another pass at the hard surface stuff, time is tighter than a fishes arsehole.
Lotsa Gold on this page.. I've been giving myself a speed test on low poly hand paints.. modeling, unwrapping and layout took about a total of 7 hours, and the texture about 12.. I've been putting in the hours to get this done. I started this on the 18th and worked through this all the way to this morning.. trying to get faster. Model is 2500 Tris and the texture is painted all on a 512 diff.. no size reduction and this is a live shot from Max w/ no post
Edit:... oop.. I should note that I did sleep in between that time for about 6 hours..
I can actually start posting some of the work I'm doing on a Halo fan film i'm helping out on called Halo: The Fallen.
I'll be honest I'm not sure if i've actually posted any of this up here or not ha. If i have sorry for the redundancy but if I havent here's where most of my freetime on the weekends (and now weekdays) has been going.
Escape pod. Still WIP of course, texturing it now.
I know i've posted this before but I dont think i've posted this beauty render. This jackal model was my second attempt at doing a movie model with displacement and the lot. I will not show you the first haha.
Replies
Yep!
Here's a bit of progress on mine:
PS im posting this because im hoping to post work as we progress through our game over the next 12 weeks. Cheers!
Any criticism is still appreciated, though! I can implement it in my next project.
That is what I did, for the rotation. The shaking is mostly the rotation. I think I just make a extra bone in the rig just for the camera then I can really animate how I like while having it fit to the character animation.
@ JoshuaC
That looks really nice. Only the hair looks off putting to me, somehow too chunky and the white color makes it also stand out so much.
You can download the project files here : http://nicolasgarilhe.com/media/ftp/CryEngine%203%20-%20Presentation%20Tutorial.zip
I must be the talkative kind of guy because it seems it gonna need a part 3
[ame="http://www.youtube.com/watch?v=GY95JsfbL2Q"]CryEngine 3 - How to make a nice presentation of your model [PART 2] - YouTube[/ame]
and here is my inspiration/ref
Jeez !
More images here http://alexwellsartist.weebly.com/temple-of-time.html
Characters:
feel free to post feedback here
Anyway Hit me with some harsh Crits, more than harsh, Super Harsh! I can take it :thumbup:
Here's my concept I drew up for my Escape Character;
So many freakin cool entries already, gonna need to get a move on to keep up!
fkn sweet man!
hmm starting to not like the first one now
http://steamcommunity.com/sharedfiles/filedetails/?id=132999032
Thanks for all the help, everyone!
Orb is gonna make fun of me for this
An update to this sculpt - made some minor changes to his outfit and roughed in a pose for him to hold onto something in the future. Although I don't think I will be texturing this model after finishing the sculpt I quickly painted in some values over the render. V
I'm still pretty new at modelling however
Scrap drake thread
WipEout: thanks
KennyTies: Yep pick it up it is load of fun
Ruz: yep I loved the old ones too I really gave me a sense of finding something never found before.
Fnitrox: Thanks, we all worked super hard to get it where it is at I still enjoy the game. This is one of those few games that i still enjoy playing even though I worked on it, that is rare sometimes.
poopinmymouth: Awesome yeah I can see how tresspaser and older school games has influenced this game a good bit. I think it has to do alot with the people in the company alot of people here are imo unkown legends who have worked in the game industry for a long time. For example one of my mentors use to be the art director of Zombies killed my nieghbors and dark forces. So people that go even way way back.
Cleaned up and polypainted my tribute to Danny Luvisi's LMS! I may or may not go back in for another pass at the hard surface stuff, time is tighter than a fishes arsehole.
Edit:... oop.. I should note that I did sleep in between that time for about 6 hours..
Nice rocks dude! Are these going in an environment or just a single prop?
Variations etc!
And some more pics in my blog
- Saman: awesome dota 2 set! will for sure upvote ya
- moof: love that use of color!
- Haz: beautiful work as always
- jmiles: That character is really interesting.
- Fightpunch: I love your design sense. Absoultely awesome.
Here's a WIP:
EDIT: ops my link was broken. FIXED!
http://www.mikerusby.com/images/pearl diver.mov
arabian pearl diver - tried to make the cloth look a bit wet which is tricky
great concept stuff fightpunch, dunno how you knock them up so quick
jmiles, loving that so far
pes - looks nice but the spec is grey all over, kills it a bit.
anyone know how to embed mov. files on polycount?
thanks Dana! For now it's just a single prop study.
I'll be honest I'm not sure if i've actually posted any of this up here or not ha. If i have sorry for the redundancy but if I havent here's where most of my freetime on the weekends (and now weekdays) has been going.
Escape pod. Still WIP of course, texturing it now.
I know i've posted this before but I dont think i've posted this beauty render. This jackal model was my second attempt at doing a movie model with displacement and the lot. I will not show you the first haha.