I'm finally getting my head wrapped around some javascript!:poly142:
managed to put together an animation statemachine of sorts.. trying to get some sandbox-ish navigation going
gonna try to get a timer going when falling that will decide what kind of land animation will play.. say if you jump for more than 3 or so seconds, you'll do a roll and such..
I think i can call this one done...but i'll waste some more time to create a few more poses probably...anyway here it is.
If anyone is interested in the full thread, go HERE
Long time no posty. Doing some rendertests using old models. : ))
Deffkopta!
That thing is sexy! You managed to make it look badass and durable rather than goofy and wobbly which is hard to pull off with orks. I would love to see a driver in it :P
Only critique on it is it could use some colour. Maybe some Orky glyphs/symbols.
Watched some boring vids on low-poly modeling for characters, then watched figure skating with a few friends followed by some Killzone, so I got the stupid idea for "Combat Figure Skating," so caught the kernel of the idea before it fled. Now time to get some reference material and push it.
Gsokol: Dude that is amazing stuff there! Impressive.
Selaznog: I'd say out of those 4 tests, the bottom right is reading the best of the bunch. Definitely has something nice going on. I'd say try introducing some orange into it. Should give it some punch. Nothing too nuts but adding it in there for some variation in hue.
Very impressive as always choco. I assume you constrained the direction to Y on your stamp tool? I never thought of using vector displacement maps for single direction displacement as to me I always thought of them as ways to achieve contour, but now that I think of it it's almost like the leap from grayscale bump maps to normal maps in terms of quality and depth of information.
How did you generate the color map in worldmachine? Did you just run it through another erosion device?
Snef: I love ya bro, and this one kicks ass per usual, it just feels a tad bit busy. I would pull back some of the detail work. Feels just a smidge over the top on all the details IMO.
I'm thinking about giving an environment a go, is there anything useful I should know before I start or any tips you guys could give me? I'll probably need all the help I can get with this since it'll be my first enviroment.
spent that last month trying to brush up on some 2D "FUNDAMENTALS" - better perspective and general drawing/design techniques. Been pretty useful, but as ever just goes to show how much more there is to learn!
JFletcher: Love that you went as far to make animations for that gun. Above and beyond :P
Pixelherder: That painterly style is amazing!
DesertFalcon: So much character- Did you happen to use Guruware for the ivy? Also, maybe the white venting in the blue windows is a bit too uniform for a house that is so run down?
[FONT="]Konstruct: Thanks! No, I didn't make the Ivy with Guruware or anything, I just made it all in Maya. And I do agree with you about the boards on the windows, they look a little out of place. They are like that on the real house, but that is a reoccurring critique so I think I'll have to go in and find different references for them.[/FONT]
yo dog your tactical soldier is charging the rifle with the wrong hand
that's what that square shaped attachment to the charging handle is for, it's to help you charge the rifle with the left arm. everyone is trained to use their offside hand to charge the weapon because it takes time away from being able to fire take when your hand is off the pistol grip
i wouldn't gripe about it but you've modeled a modern "tactical" rifle so it might as well be used that way
and he's only going to use the bolt catch button if he's reloading after a completely spent mag, not on a so-called combat reload since the bolt is closed and there's already a round in the chamber. so just do a second anim that stops after swapping the mags and you're golden.
and for the charging animation, he should pull it back a lot farther (that handle runs all the way to the front of the bolt carrier group) and let it go, with the handle returning a lot faster.
@ Desertfalcon: I am really digging that house. Usually I find problems with scale in those sort of pieces but you smashed it. Great work.
@ JFletcher: YOU KILL ME. stop doing that. So rad... and I NEVER thought I would say that about a gun.
OK gonna call him done. I started making guts. Then sat him on grass, Then I wanted to make legs for him and finally decided I had enough so did a super quick pose and finished him off.
Thanks again for all the kind words and support everyone, I have said it before and I will say it again.......... Polycount rocks!
Replies
[ame="http://www.youtube.com/watch?v=A4xfmEzsgNA"]Recruits - Video Log 9 - YouTube[/ame]
IndieDB
thread link
Don't really know where to go with the textures...I want to give it a WoW style.
Here's some test materials I did
Mind Blown away. Awesome!
http://thatanimator.com/dump/beeunity/
I'm finally getting my head wrapped around some javascript!:poly142:
managed to put together an animation statemachine of sorts.. trying to get some sandbox-ish navigation going
gonna try to get a timer going when falling that will decide what kind of land animation will play.. say if you jump for more than 3 or so seconds, you'll do a roll and such..
edit:
[ame="http://www.youtube.com/watch?v=6HTwd_y5duo"]bee unity project prototype - YouTube[/ame]
recorded a video for the ones without the unity webplayer or whatever
Deffkopta!
I think i can call this one done...but i'll waste some more time to create a few more poses probably...anyway here it is.
If anyone is interested in the full thread, go HERE
That thing is sexy! You managed to make it look badass and durable rather than goofy and wobbly which is hard to pull off with orks. I would love to see a driver in it :P
Only critique on it is it could use some colour. Maybe some Orky glyphs/symbols.
crossposting from my Armadillo Barbarian Thread (probably should rename it lol)
Watched some boring vids on low-poly modeling for characters, then watched figure skating with a few friends followed by some Killzone, so I got the stupid idea for "Combat Figure Skating," so caught the kernel of the idea before it fled. Now time to get some reference material and push it.
Selaznog: I'd say out of those 4 tests, the bottom right is reading the best of the bunch. Definitely has something nice going on. I'd say try introducing some orange into it. Should give it some punch. Nothing too nuts but adding it in there for some variation in hue.
[ame="http://www.youtube.com/watch?v=wGaH3EzZ8KY"]M4 VLTOR - FPS Weapon Animation - - YouTube[/ame]
Awesome work guys, this page is fucking AWESOME, so much cool stuff already, gsokol, that's insane!
@Paunescu.Daniel Looks great, very faithful too.
@ Gav, kicks ass as usual!
@jmiles, love the style, awesome work!
@ Snefer, saw this earlier but this deserves another applause, fucking sweet work as usual you crazy bastard.
@ motenai, looking great!
@ Selaznog, Awesome, following this! You nailed the WoW-style metal.
@JFletcher - That is fantastic! The texture turned out phenomenal.
[ame="http://www.youtube.com/watch?v=40glxZCyPeY"]Advanced Terrain creation techniques demonstration - YouTube[/ame]
How did you generate the color map in worldmachine? Did you just run it through another erosion device?
Gsokol: OMG!
Snef: I love ya bro, and this one kicks ass per usual, it just feels a tad bit busy. I would pull back some of the detail work. Feels just a smidge over the top on all the details IMO.
Seriously, those stamps... I NEEEEEED them Share the love, or at least, share the idea! Bloody fantastic.
Just sayin. It has to end that animal humanoids look like humans with fur
Pixelherder: That painterly style is amazing!
DesertFalcon: So much character- Did you happen to use Guruware for the ivy? Also, maybe the white venting in the blue windows is a bit too uniform for a house that is so run down?
seems your the landscape king now.
yo dog your tactical soldier is charging the rifle with the wrong hand
that's what that square shaped attachment to the charging handle is for, it's to help you charge the rifle with the left arm. everyone is trained to use their offside hand to charge the weapon because it takes time away from being able to fire take when your hand is off the pistol grip
i wouldn't gripe about it but you've modeled a modern "tactical" rifle so it might as well be used that way
and he's only going to use the bolt catch button if he's reloading after a completely spent mag, not on a so-called combat reload since the bolt is closed and there's already a round in the chamber. so just do a second anim that stops after swapping the mags and you're golden.
and for the charging animation, he should pull it back a lot farther (that handle runs all the way to the front of the bolt carrier group) and let it go, with the handle returning a lot faster.
otherwise looks good man, it's a great model
He's just basic shapes at the moment.
@ pixelherder: hahaha I love that Dracula.
@ Desertfalcon: I am really digging that house. Usually I find problems with scale in those sort of pieces but you smashed it. Great work.
@ JFletcher: YOU KILL ME. stop doing that. So rad... and I NEVER thought I would say that about a gun.
OK gonna call him done. I started making guts. Then sat him on grass, Then I wanted to make legs for him and finally decided I had enough so did a super quick pose and finished him off.
Thanks again for all the kind words and support everyone, I have said it before and I will say it again.......... Polycount rocks!
a little side project me n my friends are workin on.