Omnimaga
General Discussion => Technology and Development => Computer Projects and Ideas => Topic started by: necro on February 09, 2007, 07:26:00 pm
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List of current 3D things:
both games are dead because I lack the resources/time to be able to make any real progress, however
Necropoly GM Modeler and Texturer
this is a modeler, texturer, and paint program for game maker I am making, may add other features such as icon support, etc. Its still coming along.
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That sounds pretty awesome! I'm not exactly sure what I would want to see the most, but I think a tiger (-54125+like animal) would look cool.
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Maybe some more interactive objects? NPCs, vehicles, etc...
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What language did you write this in?
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What sort of game are you planning to model around this? An FPS, or some other first-person game, or something else maybe?
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not bad...not bad at all! Can't wait for a textured one, cause it'd be even cooler!
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Use Gmax or Blender3D those are the best modelers every if you want to get some Doom3 or Quake4 looking models. In fact gmax is 3DS max's little brother but is free and basically has all the same features as 3DS max and almost all professional console developers/PC developers use 3DS max or Maya
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Necro's Polytexture: a Modeling and Texturing project is under way, here is a screen shot

drawling functions are minimaly implemented (just line fuction and singe dot from paint brush) but the work...kinda. Will probably need to find/make some progs to convert bmps into jpgs, gifs, tifs, png, etc. since it is the only file format that GM can output without a realy bad resolution/distortion.
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Sweet. :thumbup:
Seems pretty advanced. :gah:
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WORD
is this using gamemaker? even still, amazing. i like the crosshair, but is the center always shifted a little to the left?
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Gah thank god someone learned how to use Blender. I tried to but its difficult. I was trying to model cars from reference pictures and make my own racing game and then eventually model bodies. But I never learned blender. Can you teach me? (I would like Maya or 3DS max but then aren't no where near free)
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I am not that great with new features, haven't modeled in a while...I definately think that making a custom modeler would be nicer as I don't like lots of things about blender (crappy mirror option will cause all kinds of seams, lots of features are overly complex, textures are extremely complicated, etc.) Sky boxes with blender just involves making a sphere around a cube, then making the cube have an enviroment map that will retain its texture data after each render so you can save the enviroment map (which acts as a skybox texture) to a file.
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I think my friend tried blender, and said that it takes a long time to make decent work.
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:(
by the looks of it, I don't think my comp can handle blender :'(
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Ok I don't get it though I have tried 3DS Max *cough* ille... *cough* and I don't get how games like Gears of War get such how gloss off of their meshes. It seems like everything homebrew never has the same gloss as say oblivion or something of the sort. How come??
EDIT: I heard you speak of not knowing a way to load the maps. Wouldn't a tilemap be sufficient where it tests the number to see what mesh to output and what region but it would have to be a 3-D tilemap or something like that. Just a suggestion. Anyways I hope this turns into the next Halo :lol:
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3 layer arrays not possible ??? array [3][3] = { {1,2,3} , {4,5,6} , {7,8,9} }
EDIT: I read your post. Nevermind that last post.
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yeah, I meant having arrays with 3+ attribute layers (is there an actual term?). I can't wait till algebra 4 is over, variable replacement to solve a problem is cool though :)
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x^4+2x^2+1=4; cant solve so...set x^2=y
y^2+2y+1=4; yay, CAN factor!
(y+1)^2=4
y+1=+-2
y=-1+-2
x^2=-3 or 1; now solving for x
x=squareRoot(-54125+3) or 1
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Still experimenting, especialy with complex models. I still suck at modeling so here is my current attempt at a human

of course, the smoothness will be will be way less and I am still working with just a rather simple subsurfaced poly right now...need texture...etc, etc. So, hopefully it will look like crap for only a short while longer.
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better than anything I can do. I like, but the face seems kinda flat and the abs seem kinda cut out and blocky.seems like there are some rough spots with the chest, but that's where textures come in right?
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It only contains a few dozen poly's but they are all sub devided 8 times to make it smoother, iow it is still extremely early work that I haven't optomised by hand yet (carefuly decimating and smoothing for instance to make sure everything locks right.) I fixed him so his eyes are empty and I can just put a eyeball in there (and could make him look around in the future). Eyes are obviously the wrong size and the mouth lacks definition, but I will fix that soon too. And the end model will probably have a lot fewwer polygons.
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Also, the eyes look too far away from the nose, the nose's transition from the bottom to the top is really choppy, the eyes are too close to the top of the head, the nose and the mouth look too far apart (maybe bring the nose down with the eyes to solve the previous two problems), the neck is too long, and the shoulders are too high compared to the neck, but everything else is great (man, was that a long list XD
).
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Oh my gosh that is the best modelling(that I have ever seen) done by someone who is just working on it as a hobby. You should be the modeller for The Black Death game trev and I are making. Teach me how to make stuff like that with blender!!!!
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including all data loss I encountered a few times from spyware, about 10 hours so far. Yes, still needs work, still just a subsurfed set of polys, so the end model will have more complexity than this. Used a black model in the eye and mouth socket because I turned shadows off (they never seem to work well). Thoughts?
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It is actually starting to look like a real person. Wow it seems like you gained 3D modelling skills overnight. Amazing. Do you use yafray renderer??
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So cool!
Everything looks so much better! Nice and smooth. if you want suggestions, maybe just adjust the transition between abs and chest and abs and everything else. I don't think abs usually stand out so much on a person. And they're usually joined together (not like a real vertical line between all of them... ya i think it's the vertical groove in the abs that's bothering me) kinda joined/mushed together more.
Still, really really nice so far.
can we see side views soon? I'd like to see if it needs some work from the side :)
(namely the chin + neck transition)
edit: must have smileys! :bow:
:thumbup:
:king:
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Now how about some chick modelling lol j/k j/k but yes I agree with Liazon about the chest and abs area. I understand it takes time to model though.
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Looks pretty good. :)
Kind of reminds me of myself. :D
:P