Game Editing > 3D Modeling & Content Creation
3D Modeling WIP Topic
ratty redemption [RIP]:
@asaesis, cool and which animation type are you using for your project? ...in blender we can render previews of just the bones without the mesh being visible, so we can clearly see the rigs. can your modeling app do that? ...and when you capture animations, if you can, please include the whole sequence. it's easier for us to imagine how the results will be used. plus it's smoother to watch if there aren't jump cuts. anyway, keep up the good work.
@kat, re: the hud, understood. and that bench animation is very cool, even if it's not physically accurate. i also liked how you showcased the scene from different angles. did you need more than just the start and end position keyframes? ...i like how the pieces rotate into place.
kat:
Was looking through some old files and came across a mod project that never made it. Was going to be a medieval roaming game but the engines terrain capabilities made that a big challenge (which was a contributing factor to the eventual math-balling IIRC). Shown is a library where the player was to be able to read up on stuff to do with the game (finding out how to kill certain monster - specific items had to be collected to use as weapon, could be organic materials or special sword).
Asaeis Wi Vio:
--- Quote from: ratty redemption on September 28, 2016, 05:48:05 PM ---@asaesis, cool and which animation type are you using for your project? ...in blender we can render previews of just the bones without the mesh being visible, so we can clearly see the rigs. can your modeling app do that? ...and when you capture animations, if you can, please include the whole sequence. it's easier for us to imagine how the results will be used. plus it's smoother to watch if there aren't jump cuts. anyway, keep up the good work.
--- End quote ---
Hi Ratty,
We're using skeletal animations (.psk + .psa) for our character animations for this project :P
I'm using Blender to create said animations as shown earlier, also for now I'll probably have to pass on the offer of capturing the whole animation, I currently do not know how to record animation sequences and such in Blender; that previous .gif that I showcased before was created from sequencing seperate shots taken in Blender using Gimp, and took a ****-long time to put together :P , I assume there's a way to directly record a video from Blender, but I so far haven't gotten into that :).
Also, thanks mate.
kat:
Just a bit of Off Topic fun from doing normal content stuff. Live 3D View rendered (which nearly cripples the machine being used). A sphere with random extudes and manipulation, material based displacement assigned until something visually interesting happens (should be tinted slightly bluer than might appear - damn colour calibration is off between the two monitors being used.. grrr).
Asaeis Wi Vio:
Cool. o.o
As for me, I've been continuing to make more progress on my project.
As mentioned in the other thread, I've decided to go from using brushes/BSP for my landscapes and other organic geometry, to models (or more like static meshes)
Here is an assortment of rocks which are used in the screenshot above (some of, anyway) as seen in Blender.
This is all still entirely a work in progress, a friend of mine who obtained the source code for the Unreal engine from Epic and actively updates it is giving us some support too, and is making some critical additions and adjustments to the engine in order to get things working as they should. Something which can be seen in that first screenshot which will be changed is the noticable overbright cap (which is currently at a factor of 1.00 for models by default in the Unreal engine), by adding scaleable overbright on a per actor basis.
And here is a test map which features some experimental grass (& some rocks). Eventually the grass will animate depending on the direction of the wind. The animations exist, but we just need to figure out how wind is going to occur and work.
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