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go-kart model

  • zaphod
  • May 15, 2007 at 6:34 AM
  • Bic-B@ll
    • February 7, 2008 at 8:31 AM
    • #361

    i have no idea what youre talking about but it looks cool and is progress so yay

  • zaphod
    • February 8, 2008 at 2:05 AM
    • #362

    I made a much larger and more explanatory post about rim lighting on zee blog:

    http://nimblebit.blogspot.com/2008/02/r ... athon.html

    also includes some wallpapers / screenshots

    [Blocked Image: http://www.devbump.com/nimblebit.com/rim_west_360.jpg]

    [Blocked Image: http://www.devbump.com/nimblebit.com/rim_champ_360.jpg]

    [Blocked Image: http://www.devbump.com/nimblebit.com/rim_chill_360.jpg]

  • Gorion
    • February 9, 2008 at 12:36 AM
    • #363

    looking good, you guys are really moving up ahead

  • Sentura
    • February 9, 2008 at 7:32 PM
    • #364

    i'm thinking, where are the shadows hidden

  • OL
    • February 10, 2008 at 7:46 AM
    • #365

    yeah, I don't know if you haven't gotten around to it yet but even some simple cartoony shadows could add a lot to the graphics quality. Especially in the screenshots of your desert level, the cacti and buildings, not to mention the karts, are kind of just floating there.

    regardless, loving it so far

  • zaphod
    • February 11, 2008 at 7:01 PM
    • #366

    yea, we already have shadows halfway working on the kart, we just need to spend a little bit more time making that work because right now we can either have the shadows from the kart and a full bright level, or no shadow from the kart and vertex lighting on the level - we just have to spend a day or two figuring out how to get both working at once. I think that combined with the strong rim lighting on the kart and character is really going to make the player pop out against the background. I also want to experiment at some point with baking in some ambient occlusion shadows on the environment via texture shadows, I think that combined with the vertex lighting might make things look pretty sharp. I'm not sure all lower end hardware could handle the texture shadows though since they would eat up a chunk of memory.

    What I have started on next though is some new character models, I want to get some straightened away so that you can swap out characters as well and karts / hats / etc. I don't think I am going to be getting much done this week though, I am taking on a bit of freelance work to make some rent money [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]

  • zaphod
    • February 12, 2008 at 11:03 PM
    • #367

    that was our first thought too, but it actually seemed a bit trickier than projecting shadows based on the kart geometry. To do a flat projection we need to do line traces against the render geometry which isn't that fast since our level isn't bsp or anything like that, just a polygon soup. We could use the physics system and the collision mesh we use for that and it would be much faster but we are trying to keep the rendering and the physics parts as separate as possible since we want the server to handle 100% of the physics. There could be a better way to do it we are missing but we already almost have the projection shadows in there and they should still be pretty cheap.

  • st0lve
    • February 16, 2008 at 3:52 PM
    • #368

    you win the award for coolest dev. alive.

  • PhilipK
    • February 17, 2008 at 2:31 AM
    • #369

    Damn this is turning out better every time I check.

  • zaphod
    • February 18, 2008 at 6:01 PM
    • #370

    I have started on a new character - I will post a pic of him once I finish modeling him before I start on textures.

  • zaphod
    • February 18, 2008 at 9:21 PM
    • #371

    ok, bout time to unwrap and texture this guy

    [Blocked Image: http://www.devbump.com/nimblebit.com/newchar.png]

  • Ginger Lord
    • February 19, 2008 at 11:35 AM
    • #372

    Mr Marshmallow.

  • zaphod
    • February 19, 2008 at 6:15 PM
    • #373

    hehe, Marshmellow used to be one of childhood nicknames

    got the body mostly squared away. The white and blue parts will be separately tweakable.

    [Blocked Image: http://www.devbump.com/nimblebit.com/newchar2.png]

  • Buddy
    • February 19, 2008 at 9:31 PM
    • #374

    Nize zip mizter

  • zaphod
    • February 19, 2008 at 11:49 PM
    • #375

    here is what I did today

    [Blocked Image: http://www.devbump.com/nimblebit.com/newchar3.png]

    [Blocked Image: http://www.devbump.com/nimblebit.com/rider001.png][Blocked Image: http://www.devbump.com/nimblebit.com/rider001_2.png]

  • Pampers
    • February 20, 2008 at 1:02 AM
    • #376

    hmm, face is not cute enough, rest is fab

  • Chunks
    • February 20, 2008 at 1:38 AM
    • #377

    It would be neat if there were multiple facial expressions.

  • zaphod
    • February 23, 2008 at 3:22 AM
    • #378

    made an extensive blog update about the character http://nimblebit.blogspot.com/2008/02/r ... l-and.html

    mostly just explaining the process that went into creating and animating it.

    I also made a fun render of it posed in a little scene, I made it really high resolution so maybe I will find a place online to print me out a couple for fun.

    [Blocked Image: http://www.devbump.com/nimblebit.com/ZGposter_thumb.jpg]

    small rez

    medium rez

    large rez

  • Bic-B@ll
    • February 23, 2008 at 3:29 AM
    • #379

    most excellent only thing that bugs me is that there is too much blue reflecting off of the helmet onto the guys chin

  • zaphod
    • February 23, 2008 at 3:37 AM
    • #380

    or maybe thats not a reflection and he is a half breed smurf / human

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