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PAINFRAME Development Blog #3.5 - Image Heavy

by OmegaDog · 06/21/2009 (6:05 pm) · 34 comments

"Hello All, Things are moving right along some nice concepts are in from openanewworld and the Male Base Model is rigged and mo cap is being applied. Come on in, hope you like the screens."

Dev: My Thoughts:
Torque3D SDK vs SDKs

Over the years I have Download every version and subversion of the Microsoft SDK and Nvidia SDK, A quick note is they do this to show you how to do really cool things but you have to notice they never every give you a demonstration of all the cool things together this is because of two things 1) Notice all the apps are barely running real time them selves 50 flips on a single effect is bad. 2) There is a big step from effects to a system of collaborated effects and if they gave you this they would be giving you the makings of a game engine for free and that's not cool because they had to pay the experts for the time and secrets of what it takes to have outstanding games system.

Nvidia did provide a scene graph but it crashes on Nvidia cards let alone ATI cards so one would think a SDK is great for educational but when it comes to "I want to make a game!" SDKs will teach "how to" get your machine to WOW you but you will be learning things that will frustrate you beyond you wildest dreams when you try to put them all together, so if your like me, I want to make a game so I have chosen Torque3D for three main reasons 1) It is a simulator that is 100% configurable. 2) It is a cutting edge render that is 100% configurable. 3) The Community!

Concept Art:

The Technitrox Sentinel:
www.bitSlap.me/20090612_giant_robot_thumbnail.jpg
The Technitrox Elite Soldier:
www.bitSlap.me/20090613_technitrox_soldiers_thumbnail.jpg
The UNE Military Soldier:
www.bitSlap.me/20090613_une_military_soldiers_thumbnail.jpg


Torque3D Character

Created in ZBrush High Poly Scuplt:
UV Texture in Maya:
www.bitSlap.me/BubbaBlog0.jpg
www.bitSlap.me/MaleDiffue800x800.pngwww.bitSlap.me/MaleNormals800x800.png

Rendered and Rigged In 3DS Max:
www.bitSlap.me/BubbaBlog1.jpg

For comparison purposes a ray traced shot.
www.bitSlap.me/BubbaBlog2.jpg

www.bitSlap.me/BubbaBlog7A.jpgwww.bitSlap.me/BubbaBlog7B.jpg

In Game Of Model of non rigged model: Captured Minutes before I received the MAX, DTS and DSQ above, you can see Bubba's hair above!

www.bitSlap.me/BubbaBlog3.jpg

www.bitSlap.me/BubbaBlog4.jpg

www.bitSlap.me/BubbaBlog5.jpg

www.bitSlap.me/BubbaBlog6.jpg

Now the rigged model goes back to the Artist for cloths layer and accessorise should end up around 9k Ploys when completed and will be used for most every human male character, also the Artist will then include 4 Stage LOD = 5 Levels of Detail.

I am going to play now!

Cya' Around
OmegaDog

Legend:
PAINFRAME Development Blog #1
PAINFRAME Development Blog #2
PAINFRAME Development Blog #3
PAINFRAME Development Blog #3.5
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#21
06/23/2009 (12:23 pm)
Max 7 should be fine.
#22
06/23/2009 (1:04 pm)
OK...I..think.........do this......
i461.photobucket.com/albums/qq338/szzg007/BubbaBlog_joke1.jpgJoke. All day. Work in a tense
#23
06/23/2009 (1:06 pm)
ROFL!
#24
06/23/2009 (1:09 pm)
@OmegaDog.
You have you received my letter? Made over the past 10 minutes

OK..I need to sleeping....hehe...I here AM 4:13
#25
06/23/2009 (1:12 pm)
Yes I got the Model, I got to get off of work first then I will re-work it for you.
#26
06/23/2009 (1:14 pm)
Thanks ..... Thanks.........
i461.photobucket.com/albums/qq338/szzg007/22.pngu a good OmegaDog....
#27
06/23/2009 (4:55 pm)
@Szzg007, :( This model is not rigged when I load it, some thing to do with the skin type, also the model has 65k polys, the low poly linkage is not working so if you can delete the High poly copy and rigg the 10k model with the standard max skin then you should have no trouble exporting.
#28
06/24/2009 (2:47 am)
@OmegaDog:Do you think we can create the greatest number of polygons in the model? Through exports as a DTS
#29
06/24/2009 (7:27 am)
I don't the limits yet on skin assertion but its not infinite!
#30
06/24/2009 (9:01 am)
Are you have done the maximum number of how many polygons?
I just 5500......
#31
06/24/2009 (9:12 am)
Our latest test was 10k Im hopping for 15K test soon, I need it for some of the robots in the games.
#32
06/24/2009 (10:11 am)
Wa!!! 10K? and hopping expout 15K????....my gad...
can send u max2dts.del for me? I think try2...hehe....
and ..can show me the 10K polygons modey?...just dts...
I think try try....
#33
06/24/2009 (10:14 am)
You are too strong. I want to worship you. Do my master!! OK? or 师傅!
#34
06/24/2009 (11:33 am)
10,240 Poly Version.

www.bitSlap.me/EcstasyPowerShotlol.jpg
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