Game Development Community

Alien Model

by Roger Bacon · in Game Design and Creative Issues · 11/04/2004 (1:15 pm) · 37 replies

Hello!

Im just trying to get used to Torque's Art pipeline, and this is the fist model ive exported using the Maya2DTS plugin. seems to work very well so far, but this is static so i'll have to see how it handles complex anims :)

I dont really know how to use torque yet, so this is a screengrab from the -show utility. hope you like it.

www.roger-bacon.co.uk/uploads/hivetyrant.jpgany warhammer 40k fans will be able to identify this as a Tyranid Hive Tyrant :)
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#21
11/14/2004 (4:52 am)
@Roger: you do not need to buy Lighting pack to add shadows support to static shape.
$pref::shadows = "2"; should have work. Yuo can try maybe to exec in a script the following function: setShadowDetailLevel(x); with x a number >= 2
#22
11/14/2004 (5:22 am)
@Roger hmm. Gonna have to wait for the one if the big boys to answer that, as I'm really not sure.
#23
11/14/2004 (10:54 am)
I know I've been having trouble with out-of-the-box installed 1.3 Torque demo where the shadows cast would flicker horribly when the character moves, the issue you're having might be related to that known bug.
#24
11/16/2004 (7:41 am)
Hi Roger,

Great looking models...

First, about the shadow problem, try this: goto camera mode (F7 I think), then press F11, now rotate the model on the Y-axis a few degrees (any axis really, it doesnt matter), and finally go Alt-L or go through the menu and Relight the scene.... the shadow should appear then. Let me know if it works :)

Second thing... go into the Sky properties (I think it's in Sky) and boost the ambient setting up a few notches... and Relight, that should give you somewhat better lighting.
#25
11/22/2004 (2:04 pm)
Hi Will, i tried that and it didnt work. :(
the ambient lighting made the character textures a lot nicer but still no shadows on the ground.

ah well. i'll ignore it for now. concentrate on other things like something to shoot the nasties with..

www.roger-bacon.co.uk/uploads/torquegun.jpg
well theres a static gun. i scaled it relative to the crossbow so it looked right in the view, then i noticed it was HUGE in the arms of the player. I didnt realise torque used the same model for the player view and the one held in the hands of the players! most games tend to use a high poly one for the view and a lower one for other players weilding them so this was a bit of a surprise :)

still slowly plodding through the art pipeline. once again, animations are next on the list (ugh!)
apologies if this sort of progress thing is a bit pointless. maybe it should be in a plan but i dont have 'a plan' im just faffing about getting used to the export/import process with models that i have lying around from old projects. :)

im considering doing something 'proper' soon. im currently either considering:

a) making a very simple game, to get used to torque. something along the lines of orbz's or think tanks's simplicity. Maybe a dogfighting game or quad biking.. that sort of thing. the art will have to be simple as I wont have much time to labour over it as the coding will need done too.. i'll still need some help from coders at some points as although i like to dabble in coding, my skills arent too hot. :)

b) making an art demo for a futuristic team FPS. buildings, characters, vehicles etc. all new designs. This is a biggie. if i did this i wouldnt be able to do any coding at all as its a fulltime job. Im thinking that if i get some nice art to show torque off, i might put a post in the teambuilding section to see if any coders would be interested in joining up and make a team.

c) making a content pack. i need to work out what might be a good idea for a pack first. perhaps the 'futuristic FPS' kit might be suitable? who knows..

more soon.. :)
#26
11/22/2004 (3:12 pm)
You might consider getting involved with illumina. Mr. Moore is the guy to contact if you're interested.
#27
11/22/2004 (3:22 pm)
Well youhave my vote for this: 'futuristic FPS' kit
#28
11/22/2004 (6:50 pm)
B. and C. together...

Make an FPS content pack, but include a full, working FPS demo that shows everything working in-game!
#29
11/27/2004 (11:07 am)
@Roger: Did you ever get my email?
#30
11/28/2004 (12:46 am)
Hi Xavier, sorry for the delay, got you on MSN now ;)
#31
01/09/2005 (7:33 pm)
Too bad the makers of Halo 2 didn't get a hold of this model before release. They would have been happy to buy this masterpeice
#32
01/10/2005 (4:12 am)
I don't think they could really... seeing as its a WH40K design. Would have been a lisensing nightmare.
#33
01/10/2005 (7:30 pm)
Good point...
#34
01/10/2005 (7:45 pm)
Roger would love to have you onboard for illumina.

If your after doing scifi send me an email (in my profile)

Always looking for quality artists :)

BTW: Warhammer rocks
#35
02/04/2006 (4:06 am)
Great tyranid. (Wanna buy my army? j/k) but seriously very nice! you should do some titans! or maybe a hive winged tyrant, or even maybe a blood thurster! anyways (BRING BACK THE SQUATS!!!!!!) hopefully they will soon.
#36
02/04/2006 (4:07 am)
That looks more like a warrior than a hive tyrant. they back shell is not long enough for a hive tyrant. but still my hats off to you great job
#37
02/26/2006 (6:52 pm)
The texture on that alien is amazing. Its amazing the amount of detail and lighting you baked into it.
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