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Thread: Game Character

  1. #1
    Registered User tiler's Avatar
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    Game Character

    ive been at this for ages..just wanted to show and tell

    2066 polys
    1024 image map
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    Last edited by tiler; 01-07-2005 at 04:28 PM.

  2. #2
    Registered User tiler's Avatar
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    no comments is it that bad

    i thought i did quite well
    Last edited by tiler; 01-07-2005 at 07:38 PM.

  3. #3
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    HI tiler

    i remember seeing this character a while ago in a little playable demo
    love the look of the new version

  4. #4
    Registered User tiler's Avatar
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    hi Conor

    yeh that little collision demo i did last year..that was fun a lot of headaches but still fun

  5. #5
    Post a wire please and the texture map
    Lamont G
    Artist Ubisoft Osaka/大阪

  6. #6
    Registered User tiler's Avatar
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    i learnt alot with this guy about model prep for games, and theres still a whole lot more to learn...but its fun..practice practice practice and did i say practice

    the main texture is WIP still playing with that, im toying with the idea of baking the illumination rather than painting it in
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    Last edited by tiler; 01-09-2005 at 04:21 AM.

  7. #7
    Ahhh, you did an auto map. Have you done UV mapping by hand? I bet you can get that down to a 512x512 map .
    Lamont G
    Artist Ubisoft Osaka/大阪

  8. #8
    Even less then a 512 I'd say.

  9. #9
    Registered User tiler's Avatar
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    I’m new to the world of UV mapping and haven’t really delved too much into it.
    But someone else has explained a few things to me, apparently I’m wasting a lot of UV space and should do things Manually

    They gave a few pointers
    I should be editing the image map to position things in a more compact way, even things like the ammo magazine, I could use the one image for both sides, then move the UV around

    Any pointers or tips or even any tuts anywhere...would be appreciated
    Last edited by tiler; 01-10-2005 at 11:24 AM.

  10. #10
    Take a look here. Everyone shows how they laid out the UV's: CG CHat Gameart boards
    Lamont G
    Artist Ubisoft Osaka/大阪

  11. #11
    Registered User tiler's Avatar
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    nice to see how other ppl are doing it..thanks

  12. #12
    Nice model. I like cartoony stuff. How's your rigging and animation?

  13. #13
    Registered User tiler's Avatar
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    yep i love cartoony stuff

    rigging and animation is the bit i like best

    this might give you an idea of my ingame anims,
    its just a old collision demo i did while trying to learn coding and learn more about model prep for games, you can run around using curser keys and jump using left/ctrl also number keys to view the anims, notice the jump was broken down into seperate anims , i found easier to use in code this way, it helped with the timing

    its the very old version of the model above and the platform gfx were just for collision purposes..but its fun, its worth a quick look

    http://www.btinternet.com/~coloured.pixels/kid_1.04.zip

    screen shot
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    Last edited by tiler; 01-10-2005 at 11:38 AM.

  14. #14
    Registered User wingwalker's Avatar
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    Hi Tiler

    Model looks great, nice texturing.

    Im just getting into the whole gaming thing and have bought a copy of UT2004 at xmas, gonna try doing some mods with that. What software are you using to create your games in? what engine are you using? do you have any tips for getting started with all this?

    I have no interest in hijacking your thread, if you would prefer me to open a new thread and discuss it there i would be glad to...have loads of questions!

    Where abouts are you in manchester ...im a (non-skally) Salford boy!

  15. #15
    Registered User tiler's Avatar
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    HI there wingwalker

    salford..ummm im in AShton, near Denton

    ok as far as mods go im of no use to you at all
    i just used Blitz, just so i could learn fast about how to get models in code and use them, i would imagine the same principles are used whatever engine you use

    you still have to learn how to get a model into the engine, how to extract the anim cycles and use those in code , the program flow (code logic), collisions..and so on

    like i said i dont know much about mods, blitz is a basic/c type language that does have a simple 3d engine..but thats a far as my coding goes a bit of c and a lot of basic...i should really have a good look at getting into mods

    if i were starting out modding then first place i would start is how to get a model into UT..do you need a converter , then how to extract the anim cycles

    try and post asking for help..sure someone will , i would be interested in it myself

    soz not much help really

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