Previous Blog Next Blog
Prev/Next Blog
by date

Plan for Andy Schatz

Plan for Andy Schatz
Name:Andy Schatz
Date Posted:Apr 25, 2005
Rating:4.0 out of 5
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Andy Schatz

Blog post
Wildlife Tycoon: Venture Africa models are stampeding in!
Our modeler/texturer, who shall remain nameless, (ok, we'll name him... the Phantom Modeler!), is starting to finish up the low-poly animals for Wildlife Tycoon: Venture Africa! It's particularly fun to see these animals come in, considering that there will be hundreds of them roaming the plains and hillsides. Here's a sneak peek at a giraffe:



...and a lion...



The lion currently stands at lion at 650 according to ShowTool, and 510 according to Maya (not sure why this difference exists, I know there was a thread on it recently), but the lower LODs take it way down. The giraffe is at 700 according to ShowTool, around 550 according to Maya.

The look we were going for was exaggerated realism. The animals should be as realistic as possible while giving them a slightly exaggerated flare so that they are recognizable from a distance and so that they take on their own character without heading into the realm of fantasy.

I think its very difficult to develop a "signature" look. It takes time, iteration, and a lot of creative artists. The work shown above, hopefully is the first baby step in that direction (and also, by the way, was entirely the work of our genius phantom modeler).

*edit
Ah, by the way, we started by using the models off of an Animal Kingdom CD by Dedicated Digital. We were trying to increase our ability to work in tandem so our process was as follows:
-Tech artist builds a rig using the high-poly, realistic models from the Animal Kingdom CD.
-Animator begins animating
-Tech artist down-rezzed the high poly model wihtout care for quality so that we had something to use in-game
-Modeler started from scratch modeling and texturing to the dimensions of the rig
-Tech artist rebinds the new model to the rig and remaps the UVs using a script.

It has actually worked quite well. I was always taught that the animator couldn't really animate till he had a semi final model, but since we aren't doing anything that requires too much fine tuning and we aren't worried too much about inter-penetration of limbs, this parallel work model has turned out nicely.

Recent Blog Posts
List:08/02/08 - Game Guide Released
07/26/08 - Pocketwatch Games has a great week
12/23/07 - 2007 Sim Game of the Year - Venture Arctic
11/30/07 - Poetry Slam in Eugene
10/17/07 - The Abrupt Goodbye
10/15/07 - Pixel Art
10/09/07 - IGF Entries Out
09/27/07 - TV Appearances

Submit ResourceSubmit your own resources!

Chris Labombard   (Apr 25, 2005 at 18:26 GMT)
Your pics aren't working... The ideology behind your animals sounds cool though.

Nevermind... They're up now
Edited on Apr 25, 2005 18:27 GMT

Neil M.   (Apr 25, 2005 at 18:33 GMT)
The difference could be maya counting quads and show tool dividing up those quads into triangles and counting that.

The models look good though.

Lee-Orr Orbach   (Apr 25, 2005 at 19:14 GMT)
great job!!
I can't wait to see the final game!

Joseph Euan   (Apr 25, 2005 at 19:30 GMT)
The animals look cool, can't wait to see some in game screen shots with them.
Edited on May 03, 2005 12:44 GMT

Hokuto   (Apr 25, 2005 at 23:03 GMT)
mmm... the difference between quads and triangles would be more like double number of triangles when compared to quads...
Could it be that you have some hidden object, maybe inside the animal body that gets exported, but when you check the poly count in Maya you only have the Lion selected? Just an idea...

Anton Bursch   (Apr 25, 2005 at 23:07 GMT)

Edited on May 21, 2005 06:16 GMT

Jeremy Alessi   (Apr 25, 2005 at 23:43 GMT)
Looks very promising!

Don Hogan   (Apr 26, 2005 at 01:08 GMT)
use "polyEvaluate -t" in the command line and it will tell you the triangle count in Maya. It wouldn't necessarily be a 2x difference between counts unless the Maya was 100% quads to start with.

- Don

James Laker (BurNinG)   (Apr 26, 2005 at 06:07 GMT)
Looks very cool... Torque is perfect engine for this.

Your lion's color is off a bit though...

Kevin Johnson   (Apr 26, 2005 at 06:48 GMT)
looks great Andy

You must be a member and be logged in to either append comments or rate this resource.