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hit F4 once, then make a screenshot using the "print" key
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, veteran polycounter,
3,037 Posts,
Join Date Mar 2008,
Location Sydney Australia
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Hobodactyl: arne is such a nice dude with all the help he gives ey  . It looks much better now  . Well done.
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, dedicated polycounter,
1,565 Posts,
Join Date Feb 2009,
Location Brisbane Aus
, null,
9 Posts,
Join Date Mar 2009,
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Ok here we go...
EDIT: Fixed it myself

Last edited by Psibat; 05-17-2009 at 08:29 AM..
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, null,
15 Posts,
Join Date Nov 2008,
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Ok, I don't want to sound to rude (like I did earlier), so right now the best way to get better is to look at this:
Copy it, and understand what does every line refers to (muscles).
After you're comfy with it, you can try to redo your low poly, but it will take a while to get it. Training is the key. i suggest you to make a thread for that, you will certainly get good advices in the making.
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, polycounter,
816 Posts,
Join Date Oct 2006,
Location Nantes, France
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try to keep only quads (easier to handle) and tris (where it makes sense)
also if you start out with a sphere its better to use one with just 8 segments - and turn it just like you did - but it is just a starting point. Often one needs to cut and push vertecies anyway and alot till the shape looks good.
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, veteran polycounter,
3,037 Posts,
Join Date Mar 2008,
Location Sydney Australia
, polycounter,
957 Posts,
Join Date May 2008,
Location Pakistan
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Thanks renderhjs and BeatKitano. That's good info for me!
Last edited by mziskandar; 05-17-2009 at 12:06 PM..
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, null,
23 Posts,
Join Date Nov 2008,
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Quote:
Originally Posted by Blenderhead
MGS Ninja? I was thinking of doing a PSP spec version myself...
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More of a semi-accurate quick anatomy test, displaying major muscle groups and such. But yeah, I guess it does resemble Gray Fox.
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, polygon,
551 Posts,
Join Date Jun 2008,
Location Amsterdam
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Quote:
Originally Posted by renderhjs
@vladino: back then (not working anymore on it) I used CAT for the animations. Changed some parameters and rigging stuff to create the idle and other animations. Back in the engine I used linear vertex animation for which I stored key frames of the mesh in a binary file. The engine would then interpolate linear between the frames. The whole animations system was frame independent and basicly calculated using timer math so that even with a slower framerate or higher one the animation would be timed equally.
as for your grid low poly stuff- it would perfectly fit in this engine (as3 flash, renders n-gons instead of tris and gives extra boost for large worlds)
which has grown a lot in the last month`s although I am not yet allowed to show pics or demos of it.
Some details on your models could be, from my experience, better faked using image transparent planes to save poly faces but all in all I think that your models would work quite well in a flash engine.
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Thanks for your answer! My animation is keyframe interpolation now, probably the same as you mentioned - framerate independent, just running more smoothly if you have more power, and I'm trying to avoid coding of bones system which may end up being slower at the end for now
Looking forward to see your engine when you will be allowed to show something from the new stuff, sounds interesting!
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, spline,
158 Posts,
Join Date Sep 2008,
Location London, UK
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created Bats
on 05-20-2009 12:03 AM
modeled batman as a small speed test before bed.. about 1 hour and 10 mins..

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, polygon,
544 Posts,
Join Date Jul 2007,
Location Austin, TX
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Nice work jmiles! The second wire doesn't cut it for me though.
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, polygon,
502 Posts,
Join Date Nov 2004,
Location Århus, DK
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Quote:
Originally Posted by BeatKitano
to look at this:
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I keep forgetting er procrastinating to frame that picture on my wall.
fine. If you don't want me to do art, then I won't.
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, dedicated polycounter,
1,342 Posts,
Join Date Sep 2007,
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I really like that batman jmiles, Hope you texture it!
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, polygon,
725 Posts,
Join Date Sep 2008,
Location Austin, Tx
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nice batman! 
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, vertex,
27 Posts,
Join Date Nov 2008,
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Quote:
Originally Posted by jmiles
modeled batman as a small speed test before bed.. about 1 hour and 10 mins..
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ah! youre the guy who did the turtle as well! ;D
both superior works! but, you forgot one crucial thing! ... you forgot a link to the SDK containing an .obj file!!! ;ppp
good job, keep it up! ;D
(pssst, sdk us!)
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, spline,
123 Posts,
Join Date Nov 2004,
Location 東京
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Quote:
Originally Posted by jmiles
modeled batman as a small speed test before bed.. about 1 hour and 10 mins..

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looks like batman if he came from the incredibles,
- Rick.
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Here is a chair from a space sim I'm working on.
***edit***
Quote:
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the spec is insane on that chair
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I agree. Here is a pic with less spec.

Last edited by Tamarin; 05-24-2009 at 01:02 AM..
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, spline,
170 Posts,
Join Date Jul 2006,
Location Quebec, QC
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the spec is insane on that chair. Looks neat, but also looks like it's got a layer of mucus on it or something. The texture is nice and compact, tho. Nice and efficient use of the UV's there, tho some bits are a little warped, like the front of the seat.
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, line,
71 Posts,
Join Date Oct 2007,
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juicy chair 
Asker of smart noob questions, cause the dumb ones go unasked.
User of Max8
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, polygon,
632 Posts,
Join Date Dec 2007,
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Playing around while listening to old episodes of Retronauts I created the three current-gen systems in under 300 tris total.

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, dedicated polycounter,
1,357 Posts,
Join Date Apr 2009,
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which one has the most tris? 
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, veteran polycounter,
3,037 Posts,
Join Date Mar 2008,
Location Sydney Australia
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The PS3 has the most with exactly 100 tris. I guess that's the power of the cell processor being put to use.
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, dedicated polycounter,
1,357 Posts,
Join Date Apr 2009,
|
Quote:
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I guess that's the power of the cell processor being put to use.
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You mean for a change?
Nice work!
"I dont believe in Triangles"
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, polycounter,
768 Posts,
Join Date May 2005,
Location Germany
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Quote:
Originally Posted by Slaught
You mean for a change? 
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Oh BURN!
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, spline,
179 Posts,
Join Date May 2008,
Location San Jose, CA
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