Ghost-Plan Sid.
by Scott Wilson · 04/28/2008 (3:16 am) · 2 comments
Sup,
Well, Thought I'd give the ol' bloggin a go since I've finally found a game idea (Ghost: The Truth Will Set You Free) I'm happy with and I'm trying to stay dedicated to learn everything I need to so this dream becomes a reality.
So here's my current plan (not in the direct order I may take):
1) Learn how to Model with Blender to make .dts (characters, weapons, backround props) -started
2) Use Gimp to texture character, weapon, backround prop, etc. meshes
3) Learn how to script better -bought Ken's book
4) Actually write down story line in print and rough to final draft it
5) Getter better with Constructor for .difs (buidlings, interiors)
6) More to come...
With that said he's my first blender model so far, it's alittle high on tri. count, but it's my first so I can't feel super bad I guess:
/img src='http://i280.photobucket.com/albums/kk168/scott_and_esther/firstmodel.jpg'img/
One more thing, I'd like to share more bout my storyline and say concept art, etc. but not sure how to go about it without a copyright on anything yet, not that I think anyone would like my idea enough to use it for they own but you never know.
Any feed back on my blog is greatly appreciated. My hopes for my Blog(s) are that it/they may help others come up with a plan as well if they don't have one set yet as well as get feedback on my work.
As a side note for those looking for things to make their games:
Blender is a free 3d modeling program. Gimp is a free Adobe Photo Shop like program. Torque Constructor is a free (THANKS GG) 3d modeling program specific for making buildings, interiors, etc. Also I recommend buying a book to learn Torque script and also buying Tribes 2, which is a fun fps, because Tribes 2 was pretty much the start of the Torque game engine from my understanding so messing with it; moding the code then seeing what it does in game can give you a feel for how Torque Script works.
Thanks,
Sid.
Well, Thought I'd give the ol' bloggin a go since I've finally found a game idea (Ghost: The Truth Will Set You Free) I'm happy with and I'm trying to stay dedicated to learn everything I need to so this dream becomes a reality.
So here's my current plan (not in the direct order I may take):
1) Learn how to Model with Blender to make .dts (characters, weapons, backround props) -started
2) Use Gimp to texture character, weapon, backround prop, etc. meshes
3) Learn how to script better -bought Ken's book
4) Actually write down story line in print and rough to final draft it
5) Getter better with Constructor for .difs (buidlings, interiors)
6) More to come...
With that said he's my first blender model so far, it's alittle high on tri. count, but it's my first so I can't feel super bad I guess:
/img src='http://i280.photobucket.com/albums/kk168/scott_and_esther/firstmodel.jpg'img/
One more thing, I'd like to share more bout my storyline and say concept art, etc. but not sure how to go about it without a copyright on anything yet, not that I think anyone would like my idea enough to use it for they own but you never know.
Any feed back on my blog is greatly appreciated. My hopes for my Blog(s) are that it/they may help others come up with a plan as well if they don't have one set yet as well as get feedback on my work.
As a side note for those looking for things to make their games:
Blender is a free 3d modeling program. Gimp is a free Adobe Photo Shop like program. Torque Constructor is a free (THANKS GG) 3d modeling program specific for making buildings, interiors, etc. Also I recommend buying a book to learn Torque script and also buying Tribes 2, which is a fun fps, because Tribes 2 was pretty much the start of the Torque game engine from my understanding so messing with it; moding the code then seeing what it does in game can give you a feel for how Torque Script works.
Thanks,
Sid.
About the author
Recent Blogs
• Welcome to my Headache: Raising Awareness and Answering Some Questions About Selling Content Packs• Progress So Far on 9MM For Swat Wanna Be Model Pack
• Finally Found My First Model's Identity, Swat Model For sale someday..hopefully
• Learning 3D Modeling, mostly polygon modeling, mostly with Blender 3D Part 3.
• A short trip through the progress of my first model, sorry no part 3 of tut. yet.
#2
One more thing I thought I'd throw in here, from my understanding from what I've read on the forums and things one character model should be no more than a max of 5000 triangle count (and even that might be pushing it alittle) so that's why I said my model was high in triangle count, because even though it says only 2848 faces that's really double that amount in triangles (the engine breaks everything down into triangles when it brings it into the engine so that's why we use triangle count to determine if the model will work well performance wise), because I used mostly quads (4 sides shapes, i.e. rectangles) to create the model, or mesh, so far.
Thanks again James.
More to come, hope atleast something in this blog is helping someone.
Sid.
04/30/2008 (6:58 pm)
Thanks James how'd you get the picture to show? Anyways I apprecaite you posting that for me in your comment. And btw for anyone looking at the left leg going what's that weird seem on it, it's there cause the left leg isn't actually attached yet, cause i'm not done fine tuning the legs. (Note: 3d modeling tip) You see when you create a character mesh it's alot easier to model half of it then duplicate that half and flip it to save you time, so when I get done with the right leg to a degree I'm happy with I'll duplicate it and weld it to the body as the left leg (I really currently don't have a left leg I just duplicated the right and half alinged to get everyone's opinion of what the over model would look like right now).One more thing I thought I'd throw in here, from my understanding from what I've read on the forums and things one character model should be no more than a max of 5000 triangle count (and even that might be pushing it alittle) so that's why I said my model was high in triangle count, because even though it says only 2848 faces that's really double that amount in triangles (the engine breaks everything down into triangles when it brings it into the engine so that's why we use triangle count to determine if the model will work well performance wise), because I used mostly quads (4 sides shapes, i.e. rectangles) to create the model, or mesh, so far.
Thanks again James.
More to come, hope atleast something in this blog is helping someone.
Sid.
Torque Owner James Laker (BurNinG)