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1057084 Posts in 42936 Topics- by 34883 Members - Latest Member: PTlGhOsT

October 24, 2014, 08:15:28 PM
TIGSource ForumsDeveloperCreativeArt3D thread
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Optrirominiluikus
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« Reply #2120 on: February 10, 2013, 09:43:18 AM »

I was gonna upload a bunch, but none of it's game related except this one and it really isn't anything special but anyhow here's a Jet Set Radio logo in 3d.
Nothing's been done to it, I just rendered the high res one I made in Illustrator in 3d just because I can. Cinema 4d and Illustrator.

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« Reply #2121 on: February 10, 2013, 09:50:12 AM »

Looks slick!
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threesided
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derp.


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« Reply #2122 on: February 10, 2013, 10:42:54 AM »

Optri: Really nice logo work on that Jet Set Radio Piece!


WIP, some of you may recognize this guy. Still have to texture him, rig him, and hopefully make him do cool stuff some day. T'would be nice.
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SuperGT86
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« Reply #2123 on: February 10, 2013, 04:30:39 PM »

Hey guys looking for some feedback on a model im working on.

Still early into it, not sure if its worth putting more in or not. I really want to add some detail, functional detail, as in not lights and fins and stuff just because they look cool, but because they make sense thematically. I'm just not sure where to start or what. This ship is designed as a bomber in a turn based strategy game I'm working on. It only ever operates in space, the wings allow some very basic atmospheric flight. And i still need to come up with some form of armament.
 
I'm only at 1,000 polys and this is the model i plan on using for the PC version, so i have a lot of room to play with at least another few thousand. Just looking for feedback on the overall shape and where and what you extra you would put in Smiley Also im not really sure if i should just texture in panels and seams etc or model them, first time working on something like this, and star wars is a big influence.





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astrospoon
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« Reply #2124 on: February 10, 2013, 09:29:56 PM »

SuperGT - I think that could look really nice with just a good texture on it. Def. just use a texture for things like the seams though. Especially if it is for a game. You can always use a normal map to to make the seams look like they have some depth to them.

Also, those CraftStudio models are nuts. I love the chunky look that CraftStudio's editor encourages.



So I got my bear guy mostly rigged up and I am playing around with animations. This is still pretty jerky (especially in gif form) but I'm making progress. Derek suggested I push the proportions of the bear more, and so I played around with it a bit. I think it looks much better now, but I'll probably tweak it further still at some point.

For now I just want to get some rough animations done so I can get him running around in Unity.
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Aquanoctis
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« Reply #2125 on: February 11, 2013, 04:59:53 AM »

WIP, some of you may recognize this guy.
Ahh yes I remember, this is looking great already!
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terri
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« Reply #2126 on: February 14, 2013, 09:20:22 AM »

experimenting with quick animations that would work well in a game


also
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Joshua
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« Reply #2127 on: February 14, 2013, 09:25:56 AM »

Very cool. I think the swing animation could benefit from a quick windup, strike, and then a small recoil. Keep up the good work!
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Quarry
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« Reply #2128 on: February 14, 2013, 09:28:42 AM »

The horns look as if they were parts of his head!  WTF
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mono
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« Reply #2129 on: February 14, 2013, 09:33:52 AM »

Cool, but that is not how you swing an axe. I presume it's supposed to be very heavy.
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terri
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« Reply #2130 on: February 14, 2013, 10:38:31 AM »

thanks for the feedback, heres an update


I'm ok with it being cartoonish, I'm trying to make the animation happen really quickly for fast paced gameplay
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Quarry
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« Reply #2131 on: February 14, 2013, 10:44:08 AM »

It slows down really quickly at the end for that high swing speed
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Wilson Saunders
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« Reply #2132 on: February 14, 2013, 10:54:22 AM »

The problem with animation for games is that the player expects their actions to occur the moment they provide input. Yet for good animation you need some windup time to give the action the feeling of weight. One of the ways of solving this is to have the button down action start the windup and the button up action start the attack animation.
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terri
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« Reply #2133 on: February 14, 2013, 10:57:16 AM »

something like this would improve it I feel, but I gotta figure out how I would do this in blender


The problem with animation for games is that the player expects their actions to occur the moment they provide input. Yet for good animation you need some windup time to give the action the feeling of weight. One of the ways of solving this is to have the button down action start the windup and the button up action start the attack animation.
ah, that makes sense
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rivon
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« Reply #2134 on: February 14, 2013, 11:20:44 AM »

Just make a few half-transparent quads (plane) in the shape of the curve.
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gggfhfdh
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« Reply #2135 on: February 14, 2013, 11:25:53 AM »

technically you've got about 20 frames of startup to work with before anyone really cares

any competent individual realizes things cant happen instantly, you've got a lot of wiggle room there
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Gimym JIMBERT
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« Reply #2136 on: February 14, 2013, 11:34:32 AM »

where is the target, the eye should at least lock there, if you keep the feed "planted" it will have a better impact, it look likes one hand grips too high, it makes pivoting the wing awkward. imHo
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mono
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« Reply #2137 on: February 14, 2013, 11:37:39 AM »

The problem with animation for games is that the player expects their actions to occur the moment they provide input. Yet for good animation you need some windup time to give the action the feeling of weight. One of the ways of solving this is to have the button down action start the windup and the button up action start the attack animation.

Games like Dark Souls are built around learning your combat animations as well as the enemies. That is why it becomes so tactical.
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gggfhfdh
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« Reply #2138 on: February 14, 2013, 11:42:28 AM »

that too, if you trust your players enough to determine "oh, this is a slow attack - it's not lag"

you can have much more fun with attacks
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Optrirominiluikus
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« Reply #2139 on: February 14, 2013, 12:50:51 PM »

also


Gotta love that beard.
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