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Author Topic: Scorch  (Read 29263 times)
Ulquiorra
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« Reply #15 on: July 19, 2009, 04:39:05 pm »

jesus amzing :O wish ii knew how to do stuffs like that xD
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Epoks
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« Reply #16 on: July 20, 2009, 12:02:41 pm »

Jiggling plants Cheesy
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Trigardon
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« Reply #17 on: July 20, 2009, 12:28:14 pm »

we need rave plants Cheesy
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Mefix
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« Reply #18 on: July 21, 2009, 11:35:41 pm »

Alright, vimeo says I have to wait an hour before they start coverting my vids, so for now, heres the post.

Made an idle animation, not too sure about it, think its too fast paced, would experement with the speed ingame to see if its not too distracting:

Also an explosion animation:


Its only the base chunks so far, I plan on adding the yellow acid goo particle system to it. The normal model would be swaped for this cut model once the player destroys its hp bar of the bobplant.
« Last Edit: March 09, 2010, 01:01:51 pm by Mefix » Logged
Epoks
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« Reply #19 on: July 22, 2009, 12:42:41 am »

Very noice, the death animation looks a little too brittle. Try using some bigger chunks Cheesy like if you cracked open a watermelon.
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luke
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« Reply #20 on: July 22, 2009, 12:56:14 am »

looks great dude, yeah i would agree with scope on the death ani, bigger chunks!
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Mefix
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« Reply #21 on: July 22, 2009, 06:04:15 pm »

Made a second level of detail. This would be used for all the max camera distances. The higher resolution mesh would be a reward for those who zoom in on it.

Click for bigger image:


Here is the animaton comparsison between the two lods:


Calling this done for now, moving to other stuff.
« Last Edit: March 09, 2010, 01:02:46 pm by Mefix » Logged
pedrocg1
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« Reply #22 on: July 29, 2009, 09:43:38 pm »

This model is pretty awesome...
Since you finished it, I'm gonna ask something, so I don't need to start a new thread about it.

- What is the format of the models you use, and what main features are supported by the engine?

- How flexible are you guys when it comes to getting a little help from other people?

I'd love to help with modelling, I use 3dsmax 5/ 9 and I've done many models for Warcraft III.
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Mefix
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« Reply #23 on: July 29, 2009, 10:28:44 pm »

Quote from: pedrocg1
Since you finished it, I'm gonna ask something, so I don't need to start a new thread about it.
Just to clarify Im not a part of S2games, this is a modding project im doing for myself. In the middle of my exams in university atm, so I will return to the project in begining of august. The plant was only a tiny bit of the map.

Quote from: pedrocg1
- What is the format of the models you use, and what main features are supported by the engine?
Judging by the past s2 titles, I can probably say that they are using 3dsmax to export their models. This is what they used for Savage 2 so you might want to try to export a few models for that, cause since its the same engine, I would expect the models to work the same way they did in Sav 2.

Quote from: pedrocg1
- How flexible are you guys when it comes to getting a little help from other people?
If your asking about s2, then they often hire freelancers to do some modeling work, you can try and apply.

Quote from: pedrocg1
I'd love to help with modelling, I use 3dsmax 5/ 9 and I've done many models for Warcraft III.
I'd bet they have moved up the 3dsmax ladder to something like 2008, with some luck, we might have a dev clarify this for us.
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pedrocg1
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« Reply #24 on: July 29, 2009, 10:52:46 pm »

Thanks for the info, best of luck on your project.
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ENVY.
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« Reply #25 on: August 04, 2009, 02:02:07 pm »

Nice work Mefix!
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nuverian
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« Reply #26 on: August 08, 2009, 12:38:30 am »

Nice idea...I realy like it and looking forward!
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Mefix
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« Reply #27 on: September 02, 2009, 10:08:53 pm »

Exams are finished, Im back at home, and back to this.

Wip on the chain block.

*click for big
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RailStorm
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« Reply #28 on: September 08, 2009, 09:57:59 pm »

Wow good idea. You've put a lot of effort into this.  Afro
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Mefix
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« Reply #29 on: September 17, 2009, 12:17:13 pm »

Okie, the chainlock model is finished, now onto animating it.

Heres how it looks:

Click:


And here are the breaking stages in a 5mb 10000px wide image:

Click me
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