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pic of the character with helmet and goggles:
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me and Brian were actually talking the other day about making it totally open so anyone could make a custom skin / kart / wheels / etc and it would be viewable by everybody. Custom maps as well perhaps.
So there could be a lot of competitions and stuff like that!
ugh, texture tomorrow:
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well, I normally use only 10 sides for circular stuff but the tail lights looked a little blocky with only 10 sides, and you are going to be staring at the back of this mostly so I wanted them to look nice and round. As for the flat part of the engine, I don't see anything incredibly wasteful . . . I could save a triangle or two by merging some verts.
next kart, just finished modeling - gonna start unwrapping now.
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tis on the frontpage of devbump, I hope it generates some traffic/sales.
what program did you do that in?
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I could sit here all day and try out different colors but I should get back to doing some real work.
as its hooked up right now the flames will always be a slightly lighter color than the main color picked. It would be entirely possible to add a separate selectable flame color but we don't have any idea yet how many colors we can do and still run on older cards. I think a separate flame color would be rad though, maybe I will hook it up tomorrow and take some more shots of different color combos.
finished texturing
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*edit* 1111 posts!
*double edit*
and the flat why not
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I use Maya, but I'm certain I could just as easily do everything I need to do in Max if I needed to. Learn both, then pick the one you are most comfortable with.
ah, the old "cock n' balls" spherical mapping technique.
all these Europeans watching this thread. ![]()
I'm about to go to bed but I will probably post the finished texture version tomorrow when you are asleep.
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some serious unwrapping to do after lunch ![]()
yea those are very nifty goggles.
I'm almost done modeling my 57 chevy, I will post a pic once I finish modeling and start moving on to uv/texturing.
haha, I was kind of wondering wtf you were talking about by tacking on the cobra at the end there. I was like, thats kind of wierd but you are right, snakes ARE cool.
Then I realized you mean the car ![]()
I think I understand what you mean, the body proportions mostly?
I don't have time to make any more revisions on him until we are at another stage with the game, I will keep my ears open for any more feedback on him. He looks much cooler with his default helmet and goggles on, (which is mostly the only thing you see sticking out from the kart besides his hands).
I am not a proficient character modeler by any stretch of the imagination so I have been learning a lot so far.
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Customization is very near and dear to both Brian and my own heart, so it's no surprise that a high level of customization is a big goal of ours in ZeroGear. While Brian has been working on our physics and camera system, I had some time to play with Ogre's material system. After a little bit of poking around I developed a system to let us have user-customizable color on most anything we wish. After implementing it on most of our existing assets I spent a while time trying out different color combinations. Here are a compilation of some straight out of the Ogre model viewer.
I start out by making sure that all the areas that are going to be re-colored in the material system are desaturated. Things that are not going to change color (such as the tail lights or mud splatters in this example) remain full color.
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Then I make a solid white color mask of the parts of the texture I am going to be filling with an RGB value. Then in the material file I tell the engine to fill the mask color with the desired color and then combine it with the black and white base texture.
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We will hook up a color picker widget in the game gui to supply the material with whatever color the user wishes to use for his kart or character or other accessories.