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Messages - Dosser

Pages: 1 [2] 3 4 ... 7
16
General Anim8or Forum / Re: Don't hate me...
« on: November 02, 2008, 01:09:36 am »
First impressions: holy crap thats disorienting. I first open a program and am faced with hundreds of tiny buttons and menus with no idea what any of them do.

I mean, I'm sure it's convenient for people with years of experience in the program, but its no wonder people say anim8or is good if you want to do something now.

17
General Anim8or Forum / Re: Don't hate me...
« on: November 02, 2008, 01:00:37 am »
Nooooo, I think I have to join you :(

My goal will always be game development. Unfortunately, all the game engines can only animate some types of models (.x and .ms3d), so I need a program that can rig and export in those formats.

Blender sounds like the way to go.

18
General Anim8or Forum / Re: polygons and cre8or
« on: November 01, 2008, 06:16:07 am »
The real limit would be for the whole scene. And that limit would be dependent on hardware / efficiency of program.

However, the limit per scene might be hard to control: since the game might have hundreds of monsters on screen at once (depending on how the game works).

I'd say it depends on how 'important' the model is. For example: if the player's gun is going to take up the bottom of the screen, be in every scene, be close up, and take up large portions of the screen, obviously you can invest a fair few polys in it: possibly 1000-2000 would be a fair guide. An enemy's gun, which will be further away, smaller, less important and less visible anyway, might be less than 50 polygons. The monster himself might take 1500-3500 for a first person shooter, but in a top down role playing game he might be far less detailed: since more enemies are on screen at once, and they will be smaller anyway. A strategy game might aim for 50 or less polygons: where hundreds of grunts need to be seen.

So there is no hard and fast rule. It mainly depends on how many models you want on screen at once. If you want lots on screen: everything will have to be smaller to compensate, and each individual model doesn't need to look as detailed. For a beat-em-up game with only 2 models on screen, go nuts: even 10,000 polys each might be about right.

19
Finished Works and Works in Progress / Re: The Burlap Man
« on: October 28, 2008, 09:04:35 am »
Really: the textures are amazing. I think a lot of people would love to know how you go about making them. Could you perhaps do one of those fast-forward Youtube tutorials, or a step-by-step guide of some sort?

20
Instantly thought of Cthulu, or maybe the tentacled captain from Pirates of the Caribbean (whose name eludes me).

I'd say the angle of the lower jaw is far too sharp. Try cutting it a little and making the change of direction more gradual.

21
Finished Works and Works in Progress / Re: The Burlap Man
« on: October 26, 2008, 01:24:27 am »
I'm in the same boat now: searching for a decent game engine. I don't really have an (implementable) fleshed out ideas yet, but when I do I want to be ready.

I'm looking into Ogre3d, Panda3d, and Crystal Space at the moment. So far concentrated on Panda. It sounds like a good engine overall, but also warns it's far better to use Python with it (whereas I'd prefer to work in C++), and it might be a pain to get Anim8or rigging information into it (sounds like the only format it recognises that Anim8or can use is 3ds, and that doesn't hold material / bone info well).

Might look into Crystal Space next. So far only read the wiki article, and it sounds pretty minimalistic: but then all I really want is animation and collision detection. Things like sound effects can easily be done by another library, input can be done with raw OpenGL / GLUT if necessary, networking is extremely optimistic (having TWO people wanting to play my games?) and probably more hassle than its worth.

Tell me if you make any more progress.

22
Finished Works and Works in Progress / Re: P5-X My first Animation Made
« on: October 19, 2008, 11:01:36 am »
Heh, I loved it. Never chuckled at someone's videos from this forum :D

as you say, the modelling is simple, but definitely good enough to know what's going on. And enough to show what you know about the animation / rigging / sequencing stuff.

23
Finished Works and Works in Progress / Re: skeleton
« on: October 09, 2008, 10:50:53 am »
I agree about the chunky leg: my logic was it might not be noticable, and if I did a good job on the texture it should be good enough. In the side view the thickness should be about right.

Anyway, as with all my models, I try to be extremely economical with polys, and the leg was just one of those choices. Looking back, I probably made the wrong choice - with the forearm I will use 2 bones with a 'real' gap between them. I realise in the big scheme of things 1000 polys isn't too bad, but my end goal is always a game of some kind, and for a low level monster, 1000 polys seems like a bit much (since it is reasonable to have 10 skeletons on the screen, depending on the game).

24
Finished Works and Works in Progress / skeleton
« on: October 05, 2008, 08:50:13 am »
As a follow-up to the skull I did a while back, I thought I'd try the rest of the body.

Here is a WIP shot of the skeleton. I'm getting worried that the poly count is a little high (at about 1000 polys, 1000 pts now). I think the rib cage will add quite a lot to that too.

25
Finished Works and Works in Progress / Knight
« on: October 02, 2008, 12:20:46 pm »
Hey all,

Here's a model I've pretty much abandoned for a month. I'm happy with what I've done so far, just having trouble working out how to proceed with it. It started with just a fancy helmet, then decided to do an armoured torso, then a leg (which can be mirrored).

My problem is working out how to continue with an arm and connect it all together. So far it is in 3 meshes (and I'll probably keep it that way for now, so I can mirror the second arm / leg after texuring), I think it would be awkward just to connect immediately.

Anyway, comments?


26
Finished Works and Works in Progress / Re: The Burlap Man
« on: September 29, 2008, 11:56:00 am »
dammit: this whole model is tutorial-worthy. The texturing looks generally very good: the detail is there I think it's just that the contrast is up too high. Look at the toe knuckles or biceps for example: it is far too harsh a transition from the darkest shades in the model to the brightest highlights.

I get that he's supposed to be ugly and malformed, but the brownish-black colour makes him look more like a monkey than an ugly person.

But to be honest: if you just fiddle with the colour sliders / contrast in GIMP or Photoshop I think it will be an excellent model. It has a style of its own, is quite detailed and modelled spectacularly. BTW: how does it get to 2700 polys? The wireframe looks like far fewer than that :S

I'd recommend against more details though (necklaces and the like). Why would an incredibly ugly man wear necklaces? The strength in this is also in its simple, cartoony look: I think more details would detract from that.

27
General Anim8or Forum / Re: Exporting model
« on: September 14, 2008, 02:27:29 pm »
No, an ".obj" file isn't always the correct ".obj" format. I think what he is doing is simply renaming the file (in the "save as" box).

Anim8or is a little odd with this one, but the exporting isn't done in the save as box (in the same way as for other programs).

Instead, you have to go to the object menu, then 'export'. Change the file type using the drop-down menu, name it, click 'save'.

28
General Anim8or Forum / Re: How do you make an object glow
« on: September 03, 2008, 03:32:46 pm »
Add an emissive component to the sun's material to make it glow (as in, be visible even with no external lights). Not sure if this would count as realistic, but perhaps with a good texture it might be enough (depending on what you want to use it for).

29
Finished Works and Works in Progress / Re: (wip) Twist of the Moon
« on: August 21, 2008, 02:44:42 pm »
Those are amazing models. Could you show us a wireframe?

Also, are the textures scratch made, or copied from photos?

The first one in particular looks amazing. There's something just a little off about the second one: I think the colours look a bit too washed out (especially compared to the black facial features).

30
General Anim8or Forum / Low Poly / simplification tool
« on: August 13, 2008, 10:33:58 am »
Hey all,

Is there a tool to automatically 'simplify' a model? By this I mean delete redundant points, or points that have no major effect on a model (they cause a 1 degree change in the edges they connect to for example).

I've heard of these tools, and they can make it very easy to add lowpoly background characters to a scene. Is there something that I can use on anim8or models?

Thanks :D

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