I'm making a 2D shooter with Torque Game Builder. It's for a shoot-em-up programming competition.
It's still a work in progress, there's a couple of months left before the contest ends, and I'll probably continue working on the game after the contest.
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I'm making a 2D shooter with Torque Game Builder. It's for a shoot-em-up programming competition.
It's still a work in progress, there's a couple of months left before the contest ends, and I'll probably continue working on the game after the contest.
It's not the level of droopiness, it's the anatomy/shapes. I tried to explain it in an earlier post, but you really ought to get some reference. Lips themselves are looking slightly improved.
ironbear: yes! gogogo tacit math: That hair wins. Was she sculpting friendly, or did you have to fix her up some?
Fuse: Probably got a bit carried away with this, but...
- I think the chin/bottom lip is throwing the whole thing off. There's a vertical indent which shouldn't really be there.
-The eyes don't look like they have the tear duct bit on them. Be sure to add that.
-The nostrils are connecting directly into the face. They should curl in giving a slight lip at the bottom.
-The crease that runs from the nose down to the lips starts above the nostrils, not below.
I lost that sourpuss look you had going, but I hope that was somewhat useful.
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Was she sculpting friendly, or did you have to fix her up some?
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had to tweak most of the tri's out. and add that geo for the do. but i was digging the form you had in the low and had to give it a play. thanks for posting that up. i'll pimp your name wherever she goes
[ QUOTE ] ironbear: yes! gogogo tacit math: That hair wins. Was she sculpting friendly, or did you have to fix her up some?
Fuse: Probably got a bit carried away with this, but...
- I think the chin/bottom lip is throwing the whole thing off. There's a vertical indent which shouldn't really be there.
-The eyes don't look like they have the tear duct bit on them. Be sure to add that.
-The nostrils are connecting directly into the face. They should curl in giving a slight lip at the bottom.
-The crease that runs from the nose down to the lips starts above the nostrils, not below.
I lost that sourpuss look you had going, but I hope that was somewhat useful.
great sculpt over the sdk tacit, but the face seems unremarkable compared to the rest of her
BoilingOil: There's a little checkered cube button in the max material editor right below the area with all the material spheres, click on it while you have your texture selected and it will make the texture display in the viewport on your model.
tacit: lookin sick, keep up the good work. The character has so much personality. I wish i had as much creativity as you do.
Fuse: lookin real good dude, the lip looks a whole lot better than it did before. Take a look at your upper eye, brow, nose, and ear. I need to work on my proportions as well, but get that down pat and the sculpt will really shine.
tacit math : awesome work man i love it. it almost makes me wish i was a character artist.
Heres something I have been working on all day this and an art test but I cant show the art test so ill show you this instead still needs a lot of work need to add more detail to the car.
you need to fine tune the walk cycle a bit more though. It has a feeling of weight but the legs linger a bit too long on the return cycle, they should pickup and thrust more to support the weight. Also, rotating the feet more wouldn't hurt.
Walk cycles always look better when they are slightly exaggerated.
Feels a little confined like a guy walking whilst crouched down.
out of interest, how are you rendering this out? (illustrate or some other such magic?)
hawken - Yeah after i rendered it i saw some errors in the cycle, i might come back to it when i have some time.
Oh its simple fullbright, But for the outline i did that duplicate geometry trick when you group extrude a second model over it and cull the faces facing the camera leaving an outline.
Vassago - Thanks man.
I have a little devtest of the mecha here if anyone is interested.
Arrow keys for movement, up for jump, down for crouch and space for shoot.(pc only)
Ah nice robg. i see you're using gamemaker. Is that rendered out to sprites, or can GM actually load models now? (it had primitive doom-like 3d last time i used it, but couldn't load actual models. only sprites)
DeathByChris - Yeah intend on making a game, but i think what i have so far is just a test for me, when come to make it for real it will be far better planned out. I'm just testing how things will look.
Slum - GM can load .obj models and such but my coding abilities lack, so these are just sprites.
Rockin' guy there tactic. seems like you're having fun playing with those proportions. Give us a still shot though, hard to pick out detail in that 360 gif.
Just finished two locker models for OverDose, misc map detail. Ones a simple model, the other open for rarer, but finer detail. And yeah, it even has alpha tested coat hangers in there lol:
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Showed at SDCC. It went really well.
That bad boy is 14 inches tall.
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ANY, any insider info on how that went from a modelling program into a model, is welcomed
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Seconding this - I'm actually looking into various 3d printing methods right now because I want to make a custom transformer for myself. Was he a one-off or did you have molds made for mass production?
I modeled it in Max using Powernurbs. Ashley got emails every once in a while to make suggestions, and I could easily work his tweaks into the geometry. The factory used the nurbs data to output 3 prototypes, all collections of those small bits in the screengrab. They assembled the prototypes and Ashley handpainted one of them. One of the other unpainted protos can be seen in the photo.
While that might look like reasonable engineering, it isn't. It works for the prototypes but the factory is going to have to make a few changes for the final production version. Once those changes are made, though, the full blown consumer production can start.
On the second shelf in the show photo, there are more models. The Gary Taxali figure is also done in Powernurbs, but the Nathat Jurivicius monsters for MTV were sculpted in Maya.
All the models were output using the same printing tech. As long as the modeled elements are solid closed chunks, the printer has no problem with them. They need to be tesselated very finely, and the polycount is often in the millions.
But usually the base models are the same old meshsmoothed sub-d box modeled geometry that everyone is familier with. If you want to get a cheap estimation for a one-off try www.3darttopart.com
oh MAN! big ashley wood fan, so it was cool when he showed part of the 3d model on his blog i was rather piqued... low and behold, the model in question was produced by a polycounter i've met very nice work wetter, definitely a piece to be proud of. i don't even want to think about how hard it would be to get my hands on one of those bots--and more to the point, if i got one, i'd probably have to get them all. these collectibles are an all or nothing proposition, of course, so i think i'll stick to ash's artbooks
edit: and where the hell is your own thread for this piece? it's a bit more involved than just an incidental post in the "what are you working on" thread, don't you think?
And Wetterschneider, that Robot is so damn cool looking. I want one! But if it's one of those "designer toys" than it is probably way too expensive, haha.
Sectaurs - we have a couple of factories that we work with, they are very skilled and they do the output on-site. However they do not do one-offs, they only output protos for actual production projects that we have in the pipeline i.e. Taxali, MTV, Pipebot.
Replies
It's still a work in progress, there's a couple of months left before the contest ends, and I'll probably continue working on the game after the contest.
Early video demonstrating the control scheme:
http://www.youtube.com/watch?v=FHGrE4sJW3o
I'm making a 2D shooter with Torque Game Builder. It's for a shoot-em-up programming competition.
It's still a work in progress, there's a couple of months left before the contest ends, and I'll probably continue working on the game after the contest.
Early video demonstrating the control scheme:
http://www.youtube.com/watch?v=FHGrE4sJW3o
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I love the hell out of 2d shooters, and this looks really nice so far. Keep it up!
I'd do her in an instant.
Is there anything you guys can point out in my joints that would be a problem when rigging or mapping?
Tacit, thats awesome.
I'd do her in an instant.
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QFT! I'd even take sloppy seconds.
Tactic - Love her!
Tinman - Cool start. Hoping to see more of your mechanical hard surface madness.
Conor - Great start. I have done a few shooters in TGB as well.
tacit math: That hair wins. Was she sculpting friendly, or did you have to fix her up some?
Fuse: Probably got a bit carried away with this, but...
- I think the chin/bottom lip is throwing the whole thing off. There's a vertical indent which shouldn't really be there.
-The eyes don't look like they have the tear duct bit on them. Be sure to add that.
-The nostrils are connecting directly into the face. They should curl in giving a slight lip at the bottom.
-The crease that runs from the nose down to the lips starts above the nostrils, not below.
I lost that sourpuss look you had going, but I hope that was somewhat useful.
Was she sculpting friendly, or did you have to fix her up some?
[/ QUOTE ]
had to tweak most of the tri's out. and add that geo for the do. but i was digging the form you had in the low and had to give it a play. thanks for posting that up. i'll pimp your name wherever she goes
:
ironbear: yes! gogogo
tacit math: That hair wins. Was she sculpting friendly, or did you have to fix her up some?
Fuse: Probably got a bit carried away with this, but...
- I think the chin/bottom lip is throwing the whole thing off. There's a vertical indent which shouldn't really be there.
-The eyes don't look like they have the tear duct bit on them. Be sure to add that.
-The nostrils are connecting directly into the face. They should curl in giving a slight lip at the bottom.
-The crease that runs from the nose down to the lips starts above the nostrils, not below.
I lost that sourpuss look you had going, but I hope that was somewhat useful.
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hehe neat spacey.. thanks a lot
I can't figure out how to get the squares to appear on the model though.
BoilingOil: There's a little checkered cube button in the max material editor right below the area with all the material spheres, click on it while you have your texture selected and it will make the texture display in the viewport on your model.
Fuse: lookin real good dude, the lip looks a whole lot better than it did before. Take a look at your upper eye, brow, nose, and ear. I need to work on my proportions as well, but get that down pat and the sculpt will really shine.
Oil: looks good, keep it up
Ferg : i'm gonna keep her face quite quiet looking. but i agree. needs some love
Spug : much of the credit has to go to Spacey. it's really just that slinky form he started that i'm developing off
.
something with a bit more meat :
Heres something I have been working on all day this and an art test but I cant show the art test so ill show you this instead still needs a lot of work need to add more detail to the car.
http://img.photobucket.com/albums/v92/armanguy/podcarwip.jpg
Just a little play about,
Not quite low poly but hey!
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very nice!
you need to fine tune the walk cycle a bit more though. It has a feeling of weight but the legs linger a bit too long on the return cycle, they should pickup and thrust more to support the weight. Also, rotating the feet more wouldn't hurt.
Walk cycles always look better when they are slightly exaggerated.
Feels a little confined like a guy walking whilst crouched down.
out of interest, how are you rendering this out? (illustrate or some other such magic?)
Nice work, Rob
Oh its simple fullbright, But for the outline i did that duplicate geometry trick when you group extrude a second model over it and cull the faces facing the camera leaving an outline.
Vassago - Thanks man.
I have a little devtest of the mecha here if anyone is interested.
Arrow keys for movement, up for jump, down for crouch and space for shoot.(pc only)
http://blujarr.com/e-walkbot.exe
Slum - GM can load .obj models and such but my coding abilities lack, so these are just sprites.
:
Actually no lot of time out compagny, I can only do little things T_T.
Hell! What happened there! There are lot of good works on this last days O_o? This is summer effect? you make me crazy >__<!!
Actually no lot of time out compagny, I can only do little things T_T.
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midway though the animation here looks a bit like flashback (amiga title by delphine software)
man it would be so great if someone remade that game in 2.5d
That bad boy is 14 inches tall.
Showed at SDCC. It went really well.
That bad boy is 14 inches tall.
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ANY, any insider info on how that went from a modelling program into a model, is welcomed
[ QUOTE ]
Showed at SDCC. It went really well.
That bad boy is 14 inches tall.
[/ QUOTE ]
ANY, any insider info on how that went from a modelling program into a model, is welcomed
[/ QUOTE ]
Seconding this - I'm actually looking into various 3d printing methods right now because I want to make a custom transformer for myself. Was he a one-off or did you have molds made for mass production?
While that might look like reasonable engineering, it isn't. It works for the prototypes but the factory is going to have to make a few changes for the final production version. Once those changes are made, though, the full blown consumer production can start.
On the second shelf in the show photo, there are more models. The Gary Taxali figure is also done in Powernurbs, but the Nathat Jurivicius monsters for MTV were sculpted in Maya.
All the models were output using the same printing tech. As long as the modeled elements are solid closed chunks, the printer has no problem with them. They need to be tesselated very finely, and the polycount is often in the millions.
But usually the base models are the same old meshsmoothed sub-d box modeled geometry that everyone is familier with. If you want to get a cheap estimation for a one-off try www.3darttopart.com
edit: and where the hell is your own thread for this piece? it's a bit more involved than just an incidental post in the "what are you working on" thread, don't you think?
And Wetterschneider, that Robot is so damn cool looking. I want one! But if it's one of those "designer toys" than it is probably way too expensive, haha.
now, here's a cut-off saw for a zombie mod, haha.
Showed at SDCC. It went really well.
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Instantly recognized the Ashley Wood piece. Fucking boss.