I am going to make a golf course involving a hamster and his lil cage.
Love Joe ledbetters style - http://www.joeledbetter.com/ so it will be leaning on this heavily.
Shiv,
Love the ball just remember to keep it the same size as the reference files, and it should have no issue. Then just replace the ball .model file with this exported as a model
Yeah, it's the same size
I also only swapped out the model file as you suggested so the collision should be fine, i looked and it seems to be in order.
loving this, though it seems pretty hard with the ears and tooth and such sticking out,
maybe there is a way to make the collision of the ball just a ball instead of the hamster model?
could be part of the gag ofcourse! xP
It is very possible to make the ball have a sphere rigid body by selecting the ball then going to components tab, and selecting the rigid body, all you have to do from there is change the collision type to sphere.
Thanks guys .
The ball is the same scale as the original file and its using the sphere collision, the collision issues seem to be created a long the edge of long thin triangles so will be cleaning that up in the collision - near the end . On better geo it rolls as smooth as anything
Blockout is in flat lit, because thats where i want to end up eventually... so more accurate colours. The lit grey is just mesh blocking... playing with ideas
Put a bit more time into the blockout, got distracted setting up a nice work environment for updating meshes and textures - the textures update in the editor as I work on them, so nice . Photoshop generate is awesum, even managed to get alpha into it.
Hopefully have more of the blockout ironed out tommorow some time
Working on the blockout, slow progress on a busy weekend.
Trying to figure out how to take the style, dont know if I have overcomplicated it
Also! I dont seem to be able to get un-filtered textures to work, they always come out that same blury blerg. I have tweaked the shader stuff but it is still happening :c
Shiv,
You can go to the asset browser select all the textures you dont want to mipmap and then right click -> asset properties. Then fromt here change the template to custom and go to the dx9 profile and set mipmap to none.
Thanks man, will fiddle with it some more tommorow.
Doodling about with bits in the scene, I should really finish the blockout and course before starting this stuff... but still trying to nail down the style, not sure about it.
There is some more clutter in the max scene I need to get in.
Just wondering what people think of it so far, the ball should respond better near the end when i go through and make the collision work with the engine better, tis just mesh atm.
Then ALLL the texturing and populating
Edit: wow... that is not clear ... it ends in a fort heh!
The start seems pretty hard to navigate.
The end with the boxes will benefit from visual queues for where to go next due to the camera being so close in.
The start seems pretty hard to navigate.
The end with the boxes will benefit from visual queues for where to go next due to the camera being so close in.
That is what the zoom function (z) is for you can help plan your next shot.
Worked some more into the scene, kind of just adding random bits. I couldnt get the texture filtering stuff to work, the pixel shader just seems to reset itself everytime i close the window and i cant find out how to lock it in, not a massive deal atm i guess, would just help crisp up a few lines.
Also need to clean up the direction of travel still after the comments.
Also collision is still fubar, need to get on that custom collision train to clean it up.
Also need to remember to add the finish hole :x
Shiv,
If you change around the shaders assigned to the materials then in the material editor panel you need to click the blue floppy disk and then click save material settings.
Also on your mesh did you turn welding to anitclockwise?
Slow update, feels like i have vomited rainbows allover the screen, I dont think its so bad in the context but from a scene view... colours everywhere
Mangled Poly - Thanks man, will have another fiddle with it, I am pretty sure I did those, probably missed something :c
Yep, mesh welding is anticlockwise, going to add the barriers tommorow then add some simpler collision to hopefully help that... then post another video!
Second shot is max, feels so much sharper.
I hate the cans at the moment, they are either getting tweaked or removed, I have texture space so probably just re-textured.
The fort is nearly done, mostly tweaks, the bins colours are waayy too strong, popcorn wasnt working for me.
If i cant get the nearest falloff working i am going to change the cloth in the fort as it doesnt work when getting blurry, same for a few other bits, will probably spend the last couple of days using up remaining texture space on bits anyway.
Added signs and visual cue's (thanks Vailias), the signs seem a bit blunt atm so will think about ways to improve those, I quite like the carpet to lead the eye, but that may be a bit heavy as well.
uummm, i think thats it. Really need to just get working and tightening it up, deadlines a comin.
Haha, this has so much flavor, it totally reminds me of an early 2000's zany japanese indie game or something. Can't wait to see a playthrough of the course.
Thanks so much guys
Here is a (all be it low quality) video of current progress
[ame]www.youtube.com/watch?v=kESzypszXDA[/ame]
Built custom collision for the scene, so I can now forget about that largely and just build everything else out.
Its not quite there but seems to be smooth enough now on most runs. Sometimes still getting stuck on odd bits of geo, going to test the original ball file at some point tommorow to see if thats the issue (should have done that earlier heh :c
Um, housemate suggested some kind of finishline flag towards the end, going to try that tommorow... then i guess apart from maybe messing up the carpet a bit i can just start polishing like crazy and doing different bits i want to try with it
That's very cool! I wasn't sure from the screenshots at the beginning but the video really sold it to me. I really like the little river with the made up crocos and the fence made out of pencils!
Yeah, you really pulled this together, when i intially say the idea i wasnt sure if the player was going to know where to go, but the use of blutac, pencils and elastic bands has come to the rescue Really nice style you got going on as well.
Thanks so much guys , just got to polish polish till deadline I think. I still have tons of texture space to use
I fixed the collision for a bit! it was silky smooth, need to figure out what I broke after, might just be a case of resetting the col.mesh and re-importing it.
Watched all of Mangled's awesome vids again a couple of times, was busy animating away and decided to make the draw bridge animated:D need to clean up the area around it but I think its super cool
[ame]www.youtube.com/watch?v=pBcEc1w-Gac[/ame]
Again, sorry about the video quality, need to figure out how to fix that - - - also, why did youtube cut my video off so early -_-....
arf, will polish and post up my final on saturday i think. Good luck to everyone
Vid -
[ame]www.youtube.com/watch?v=L9NXDLbc9qI[/ame]
Had a ton of fun on this competition, would probably take it in a different direction if I was to start again now but this has been cool.
Thanks so much for everyones crits and help, there are some really cool entries.
Replies
Love the ball just remember to keep it the same size as the reference files, and it should have no issue. Then just replace the ball .model file with this exported as a model
His vinyl work dominates my studio desk
All the best!
Done... I dont think there is anymore to do, been giggling for a few minutes just poking my little hamster ball around XD.
Ok, scene blockout time
I did tweak the camera tho, brought it riiigghhttt in, going for a closer up approach i think.
Just a note I would make the hamster ball the same size as the reference ball as sizing is important. You can adjust the camera distances all you want
I also only swapped out the model file as you suggested so the collision should be fine, i looked and it seems to be in order.
maybe there is a way to make the collision of the ball just a ball instead of the hamster model?
could be part of the gag ofcourse! xP
The ball is the same scale as the original file and its using the sphere collision, the collision issues seem to be created a long the edge of long thin triangles so will be cleaning that up in the collision - near the end . On better geo it rolls as smooth as anything
Blockout is in flat lit, because thats where i want to end up eventually... so more accurate colours. The lit grey is just mesh blocking... playing with ideas
Put a bit more time into the blockout, got distracted setting up a nice work environment for updating meshes and textures - the textures update in the editor as I work on them, so nice . Photoshop generate is awesum, even managed to get alpha into it.
Hopefully have more of the blockout ironed out tommorow some time
Looking cool glad you got everything in the engine and working
Working on the blockout, slow progress on a busy weekend.
Trying to figure out how to take the style, dont know if I have overcomplicated it
Also! I dont seem to be able to get un-filtered textures to work, they always come out that same blury blerg. I have tweaked the shader stuff but it is still happening :c
You can go to the asset browser select all the textures you dont want to mipmap and then right click -> asset properties. Then fromt here change the template to custom and go to the dx9 profile and set mipmap to none.
-Ryan
Doodling about with bits in the scene, I should really finish the blockout and course before starting this stuff... but still trying to nail down the style, not sure about it.
There is some more clutter in the max scene I need to get in.
Trying to finalise the blockout (heh finalise )
Just wondering what people think of it so far, the ball should respond better near the end when i go through and make the collision work with the engine better, tis just mesh atm.
Then ALLL the texturing and populating
Edit: wow... that is not clear ... it ends in a fort heh!
Not as cool a blockout as the floating islands XD
The end with the boxes will benefit from visual queues for where to go next due to the camera being so close in.
That is what the zoom function (z) is for you can help plan your next shot.
Worked some more into the scene, kind of just adding random bits. I couldnt get the texture filtering stuff to work, the pixel shader just seems to reset itself everytime i close the window and i cant find out how to lock it in, not a massive deal atm i guess, would just help crisp up a few lines.
Also need to clean up the direction of travel still after the comments.
Also collision is still fubar, need to get on that custom collision train to clean it up.
Also need to remember to add the finish hole :x
If you change around the shaders assigned to the materials then in the material editor panel you need to click the blue floppy disk and then click save material settings.
Also on your mesh did you turn welding to anitclockwise?
-Ryan
Mangled Poly - Thanks man, will have another fiddle with it, I am pretty sure I did those, probably missed something :c
Yep, mesh welding is anticlockwise, going to add the barriers tommorow then add some simpler collision to hopefully help that... then post another video!
Second shot is max, feels so much sharper.
I hate the cans at the moment, they are either getting tweaked or removed, I have texture space so probably just re-textured.
The fort is nearly done, mostly tweaks, the bins colours are waayy too strong, popcorn wasnt working for me.
If i cant get the nearest falloff working i am going to change the cloth in the fort as it doesnt work when getting blurry, same for a few other bits, will probably spend the last couple of days using up remaining texture space on bits anyway.
Added signs and visual cue's (thanks Vailias), the signs seem a bit blunt atm so will think about ways to improve those, I quite like the carpet to lead the eye, but that may be a bit heavy as well.
uummm, i think thats it. Really need to just get working and tightening it up, deadlines a comin.
Here is a (all be it low quality) video of current progress
[ame]www.youtube.com/watch?v=kESzypszXDA[/ame]
Built custom collision for the scene, so I can now forget about that largely and just build everything else out.
Its not quite there but seems to be smooth enough now on most runs. Sometimes still getting stuck on odd bits of geo, going to test the original ball file at some point tommorow to see if thats the issue (should have done that earlier heh :c
Um, housemate suggested some kind of finishline flag towards the end, going to try that tommorow... then i guess apart from maybe messing up the carpet a bit i can just start polishing like crazy and doing different bits i want to try with it
I fixed the collision for a bit! it was silky smooth, need to figure out what I broke after, might just be a case of resetting the col.mesh and re-importing it.
Watched all of Mangled's awesome vids again a couple of times, was busy animating away and decided to make the draw bridge animated:D need to clean up the area around it but I think its super cool
[ame]www.youtube.com/watch?v=pBcEc1w-Gac[/ame]
Again, sorry about the video quality, need to figure out how to fix that - - - also, why did youtube cut my video off so early -_-....
arf, will polish and post up my final on saturday i think. Good luck to everyone
Somehow this reminds me of this song: http://www.youtube.com/watch?feature=player_detailpage&v=Kgjkth6BRRY#t=151
Shiv - Hamster!
Beauty Shot 1 -
Beauty Shot 2 -
Technical -
Texture Breakdown -
Vid -
[ame]www.youtube.com/watch?v=L9NXDLbc9qI[/ame]
Had a ton of fun on this competition, would probably take it in a different direction if I was to start again now but this has been cool.
Thanks so much for everyones crits and help, there are some really cool entries.
Bed time