Hi!
These models are from a psp game our team was developing, we had contacts presenting the game at E3 but we was unable to get a devkit
(wich we were aiming for) So the game was put on ice.
Thought i'd show some of the models we made for the demo.
Sorry to hear that. These kick ass! I've done some contract work on PSP and DS and must say its sooooo much fun to work on. Are y'all trying again with a different IP?
yes yes, they were totally inspired by warmachine
Some of the mechs were based heavely on their warmachine counterparts. It was a great source of inspiration throughout the project.
just be glad that he didn't plant his wang on the table - for size comparisons...
nice models by the way, very "oldskool" texturing style that brings back memories however personally i would prefer to see the models presented somewhat smaller at their intended resolution. upscaled textures do not look that nice, imo.
Thanks sevenfingers, bobo, bill, poop, spoon and thomas!
bobo: It was for a student project and since we didnt get the devkit we had to decide if we wanted to continue making the game, with no real guarantee for publishing the game or focusing on portfolio and later on internship. We chose the latter. But it was a great learning progress.
Seforin: Yeah the basic concept is highly influenced by warmachine. Though we expanded on and modified the universe to suit our style I can post some of our concept if people are interrested
Thanks sevenfingers, bobo, bill, poop, seforin, spoon, thomasp and Per128!
Seforin: Don't know, We did'nt get the dev-kit so no game or copyright infringement.
If there would have been a problem we would've changed some features of the design of the mechs.
Most of the mechs in the final game would have been completely original designs, and the Warmachine-universe and the DeadBolt-Universe would have been very different.
Deadbolt would take place in an alternate past were the Roman empire had discovered steampower 2000 years ago.
I think I might make my nip in the next texture I do just for th hell of it....How did a nipple joke follow me online is beyond me
Honolulu_Ninja: Ah ok, I was kinda wondering how they would go about it, Im actually working on a high poly version of one of there characters for my TO-DO list for the upcoming year. I kinda get ideas stuck of cool things I wish to model, but It seems people beat me to it. Maybe if where lucky they might make a ironkingdoms game like they did warhammer 40k stuff. mech + steam = T3h s3xn3ss!
Well a psp is stated to be able to push 50,000 triangles onscreen, unshaded ofcourse. from that take into account the processing power required for textures, basic light, bones or equal for animation, GUI, particles and all other sort of stuff that is essential to a game. Then you make a fair estimate of what you're left with. Ofcourse it depends on what kind of game you're making. For Deadbolt we had the advantage of not having many characters onscreen at once, since it was intented to be a gladiator game. Also the advantage that the level was an arena so we could have all the details, textures tri's visible for the player to see, instead of making intricate levels like in most platform games where you only see a portion of the level at a time.
We used about 50+ textures all in all. and 30,000+ tri's so we borderlined what a psp could push, and that is without taking animation and particles into account.
Replies
Shame about putting it on ice.
One Q though, 4x128x128, isn't that kind of...overkill for PSP?
- BoBo
sorry it didnt work out tho
benregimbal@hotmail.com
http://privateerpress.com/WARMACHINE/gallery/miniature_pages/previews/hunter_preview.html
http://privateerpress.com/WARMACHINE/default.php?x=gallery/cygnar
Some of the mechs were based heavely on their warmachine counterparts. It was a great source of inspiration throughout the project.
5x128 for the body in the last one not four and 1x128 for each weapon not two, sorry
Keep it up, awesome work. Maybe when I visit later this year I'll have to smuggle a devkit in by Samer.
nice models by the way, very "oldskool" texturing style that brings back memories however personally i would prefer to see the models presented somewhat smaller at their intended resolution. upscaled textures do not look that nice, imo.
bobo: It was for a student project and since we didnt get the devkit we had to decide if we wanted to continue making the game, with no real guarantee for publishing the game or focusing on portfolio and later on internship. We chose the latter. But it was a great learning progress.
Seforin: Yeah the basic concept is highly influenced by warmachine. Though we expanded on and modified the universe to suit our style I can post some of our concept if people are interrested
I can tell this is going off on a great start
Well in either case, where they any issues with warmachines since the styles are so similar with the 3d models and all?
Seforin: Don't know, We did'nt get the dev-kit so no game or copyright infringement.
If there would have been a problem we would've changed some features of the design of the mechs.
Most of the mechs in the final game would have been completely original designs, and the Warmachine-universe and the DeadBolt-Universe would have been very different.
Deadbolt would take place in an alternate past were the Roman empire had discovered steampower 2000 years ago.
http://en.wikipedia.org/wiki/Aeolipile
I think I might make my nip in the next texture I do just for th hell of it....How did a nipple joke follow me online is beyond me
Honolulu_Ninja: Ah ok, I was kinda wondering how they would go about it, Im actually working on a high poly version of one of there characters for my TO-DO list for the upcoming year. I kinda get ideas stuck of cool things I wish to model, but It seems people beat me to it. Maybe if where lucky they might make a ironkingdoms game like they did warhammer 40k stuff. mech + steam = T3h s3xn3ss!
Too bad about the devkit issue.
sucks about its luck.. but the art that went into it is sweet
Im just wondering thought how you came up with the specs for it?
Im doing a games art course and I wanted to do some psp spec models but Had no idea where to beginlooking.
Obviosly i looked up the machines specs but that didnt really make any sense to me!
Cheers
We used about 50+ textures all in all. and 30,000+ tri's so we borderlined what a psp could push, and that is without taking animation and particles into account.
Also do you guys have a website, either for the studio, game or perhaps a university/college page?
I do a games design course in the Uk, so it would be intresting to see what you guys are doing.