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Gnostaria WIP

Gnostaria WIP
Name:3DGDA Dot COM
Date Posted:Feb 11, 2008
Rating:4.0 out of 5
Public:YES
Comments:YES
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Blog post
Good day!

All January we were booked, so haven't done any new packs. Hope we will develop some new stuff for indies soon.
Here are screenshots of our contract work for Gnostaria. Thanks Matt, who allows us to post WIP screenshots!









This male character has all parts separately, so Matt could change them in-game easily, taking on or off. Also all armour have specular and normal-map textures to improve detail level.
It was really hard to skin this character but we hope this is a worthwhile.



Want more? Just visit www.3dgda.com and ask at support@3dgda.com

Recent Blog Posts
List:10/02/08 - Villager extra animations
09/26/08 - Knight character(screenshots)
08/19/08 - Characters (screenshots)
06/05/08 - Angel goes flying
04/03/08 - Villager and Baseman Armour attacks GG store!
03/28/08 - Angel character and others
03/16/08 - Villager sources in new formats
03/13/08 - Villager released!

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Gareth Fouche   (Feb 11, 2008 at 15:06 GMT)
Sweet :)

DreamPharaoh   (Feb 11, 2008 at 20:25 GMT)
Beautiful work!! It takes me back to my old dragon-slaying days, but that is a long story :)

Matt Kronyak   (Feb 11, 2008 at 21:09 GMT)
3DGDA has done an incredible job on the models they have been doing for Gnostaria. They also do great texture, normal map and animation work. I'm very excited to have them producing models for us.

I just received the deliverables for this male model a few days ago and got it worked into Gnostaria over the weekend. I used a tool I created to automatically generate the material properties, so the specular parameters need to be adjusted somewhat, but they look excellent in TGEA.

I would highly recommend 3DGDA to anyone in need of custom art assets for their game. These guys are extremely professional, produce high quality work and work extremely fast.

3DGDA: Great job! I look forward to the next phase of modeling and animation work from your team!

Here are some screenshots with this model loaded up inside of TGEA (note the first picture doesn't have any material definitions setup so its just the diffuse texture -- no normal map or specular setup -- the last two have materials defined):




Edited on Feb 11, 2008 21:09 GMT

Kevin James   (Feb 11, 2008 at 22:53 GMT)
Oblivionesque. Awesome!

Stephan (viKKing) Bondier   (Feb 11, 2008 at 23:11 GMT)
Gorgeous, but with so much details on characters, terrain looks a bit blurry behind...

Matt Kronyak   (Feb 11, 2008 at 23:46 GMT)
@Stephan: That's how you can tell its torque; its hard to mistake the torque legacy terrain for anything else. ;)

Having said that, I agree. Up close the terrain looks very blurry. From a distance it doesn't look as bad. I'm very interested to see what the new TGEA 1.1 (?) terrain upgrade looks like when it becomes available.

3DGDA Dot COM   (Feb 12, 2008 at 09:58 GMT)   Resource Rating: 5
Many thanks to all for comments. We are glad that you are satisfied with our work.

Particular thanks to Matt for in-game screenshots and additional information about the project.
We will be happy to continue our cooperation!

JoZ   (Feb 12, 2008 at 16:15 GMT)
Hi there... really nice models and this didn't surprise me, I've just purchased PAM and BASEMAN packs and really liked it...
I hope (if I'll get our projects done and I hope this so) we can engage you to produce some custom models ;)

I really like your work and style...

Cannot wait to see more packs in the meantime!

Sparkling   (Feb 13, 2008 at 23:46 GMT)
Very nice looking models! I'm guessing by the screenshots here that they use a Mounting Point system for the armor pieces? Nice work!

-Sparkling
http://www.visionsgame.com

Matt Kronyak   (Feb 15, 2008 at 11:12 GMT)
@Sparkling: The armor is actually done, at the most basic level, using mesh hiding (or rather, mesh revealing in this implementation -- all meshes are off by default and a list of "visible" meshes is maintained). The appearances are managed by a system of "style keys" which are transmitted to each client upon an appearance change, and each client then individually queries a local data source to find what steps to do (mesh on / mesh off parts, mesh off "similar" parts, swap materials, and so on).

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