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Author Topic: The Burlap Man  (Read 59369 times)

almost cool

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Re: The Burlap Man
« Reply #30 on: October 20, 2008, 01:50:40 pm »

nice.Ill have fun impaling bunnies.

it is pretty high poly,but thats necassary for a main character.

Its cool texturing!but um....what the crap is up with the thong?

jpcr

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Re: The Burlap Man
« Reply #31 on: October 21, 2008, 06:43:53 pm »

fantastic!!
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CowTail

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Re: The Burlap Man
« Reply #32 on: October 22, 2008, 12:13:29 am »

jpcr: Thanks!

almost cool: It's all part of his secret art of buttock bashing, shh... ;) As for the high polygon count...it's higher than I wanted but it's not really high in general. Nowadays models can go up into the 10k for the latest generation games, and even the cheapest new computers on the shelves now can handle the level I'm going for. Not to mention that the main focus in today's graphics optimizations is textures, not triangles.

3D Joe Wiltshire: Thanks :) It's funny how personally I don't rate the gritty version as being well done but some people like it more than others. It's all in the eye of the beholder I guess ;)

Guilherme Amorim: Sorry about that, I was just agreeing with you ;) Thanks, and hopefully I can find myself a good game engine to work with so that you guys can try it out (and I get my portfolio filler :))



Hum-V
WIP Render 1 (400 Triangles)

To-Do: Rigging, Animation

Hum-V is the Burlap Man's little sidekick! He'll be flying around the Burlap Man and attacking creatures as well similar to how BEAT from Megaman did, except less deadly (no one-hit kills ;)). He'll mostly be distracting a single enemy until you come around to "converting" it.

This guy's low poly and low in texture resolution (256x256) because he's going to be pretty small on the screen, so there won't be any close-ups.

Next up is animation, I'm going to take a break from modeling and search for game engines and then rig and animate based on the specs of the game engine I choose, so wish me luck ;)
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floyd86

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Re: The Burlap Man
« Reply #33 on: October 22, 2008, 11:55:55 am »

The characters are looking good, i hope your animations will be too. The modelling and texturing are really good: no unnecessary poly's and still great detail because of the great textures.

I hope you will find a good game engine because i can't wait to send hum-v out to eat a pinguin ;D

Mactetra

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Re: The Burlap Man
« Reply #34 on: October 24, 2008, 07:07:31 pm »

Quote
Guilherme Amorim: Sho 'nuf
What? I can't understand some expresions yet, sry  :-X

Sure enough
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almost cool

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Re: The Burlap Man
« Reply #35 on: October 24, 2008, 09:23:28 pm »

panda 3d is a good game engine.dont the burlap man & hum-v need cute counterparts, for when u lose.

Secret bottock bashing,

dont need to tell me twice. :-X

Dosser

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Re: The Burlap Man
« Reply #36 on: October 25, 2008, 09:24:27 pm »

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.
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CowTail

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Re: The Burlap Man
« Reply #37 on: October 25, 2008, 11:16:40 pm »

floyd86: Thanks! I'm looking forward to getting Hum-V in the game and trying to get it to look like a real hummingbird flying (I've got ideas about the dynamics, just gotta learn the engine! ;))

almost cool: Thanks but I finally found a good engine. I did look at panda3d though. It seemed pretty good but for the moment I needed something more...innovative for artists? Dunno but I found it ;) As for the cute counterparts question...I'm surprised no one asked sooner! Yeah, I do have to make their counterparts but first I'm going to redesign the Burlap Man from the neck down so that he looks a bit...cooler ;). Fortunately the "cute" counterparts are easier to texture than the "gritty", so I can get this done anytime.

Dosser: I agree regarding getting anything from Anim8or into anything else, which is why I'm drifting farther and farther away from Anim8or. Softimage released a free tool called the XSI Mod Tool, free for noncommercial use that I'm using right now. It's a dumbed down version of their high-end software, so I'm using it as an intro to the real deal before I go out and buy the full license. I'm just starting to learn how to model in there but I've already got the rigging and animation figured out :) If you guys ever need a good program to transition from Anim8or with, I think XSI is one of the easier ones to work with.



Ell-E
WIP Render 1 (820 Triangles)

To-Do: Gritty Texture, Rigging, Animation

So speaking of XSI, I finally was able to model everything but the hat in XSI Mod Tool. Could have done the hat as well but I added it in real quick during the uvmapping workflow (Anim8or has a role there). Unfortunately XSI is more box-modeling oriented so it's kind of hard on me (being a poly-by-poly guy), but I'm getting used to it.

The game engine I found is the Shiva Game Engine. It's got great simplicity in all the right areas, for artists. It's not free for commercial use (no saving builds unless you buy the license), but the free learning edition is great with everything included. It supports the collada format, which XSI has no problem exporting. Too bad it looks like my request for collada/fbx support in Anim8or's going to be ignored since this and more than half of the more popular game engines I've used utilize one or the other of those formats in some way. Not to mention those formats aren't limited to just low poly works but saves just about anything :(

Enough griping and typing :) Gritty version up next!
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CowTail

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Re: The Burlap Man
« Reply #38 on: October 26, 2008, 07:35:12 am »

Ell-E
WIP Render 2 (820 Triangles)

To-Do: Rigging, Animation

Managed to squeeze this one out :)
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yetipenguin

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Re: The Burlap Man
« Reply #39 on: October 27, 2008, 09:16:57 am »

very nice.great models, as always. funny sounding game ;D nice elephant
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my laptop's so ZETTA SLOW!
if you yoctograms don't know what this means....i pity the fool...

Guilherme Amorim

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Re: The Burlap Man
« Reply #40 on: October 27, 2008, 10:15:59 am »

Quote
Guilherme Amorim: Sho 'nuf
What? I can't understand some expresions yet, sry  :-X

Sure enough



Guilherme Amorim: Sorry about that, I was just agreeing with you ;)


Thank you both!

Ell-E
WIP Render 2 (820 Triangles)

To-Do: Rigging, Animation

Managed to squeeze this one out :)

I Loved it most xD
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Made in Brazil

almost cool

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Re: The Burlap Man
« Reply #41 on: October 27, 2008, 11:47:59 am »

Why does everything have that target?And the textures,how do you calculate where to put things in the image?

Also,you are keeping these so low poly that even my comp will run it!And the images are very professional btw.

Mactetra

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Re: The Burlap Man
« Reply #42 on: October 27, 2008, 12:28:56 pm »

He probably uses a UVmapper
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RnDr FOX

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Re: The Burlap Man
« Reply #43 on: October 27, 2008, 05:51:43 pm »

where are you getting your textures from?
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Dosser

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Re: The Burlap Man
« Reply #44 on: October 28, 2008, 05:04:35 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?
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