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Posts by capone_adam

  • Malvon LP character

    • capone_adam
    • December 12, 2004 at 3:55 PM

    Done...I'm going behind shedule so need to press on with UVs. I have gone over the whole thing more or less making little changes and generally getting the count from 3376 to 2838 (bout 500 tri down)

    The eyes...That sort of circle shape on the mesh is not the eye area, I'm planning on doing it all with texture work and using bump map to bring it out a bit. Tempted to have a go at normal mapping for this but never done it before and its too late now. Might do it for a tree character I will be doing in a few weeks...

    [Blocked Image: http://www.caponeart.com/delete15.jpg]

  • Malvon LP character

    • capone_adam
    • December 12, 2004 at 1:05 PM

    Thanks , good crits...I will spend a hour trying to adjust it before mapping it. With the hand though...I thought you needed 3 rings for every joint to deform well?

  • Malvon LP character

    • capone_adam
    • December 12, 2004 at 2:48 AM

    thanks, I use 3D Studio Max 7

  • Malvon LP character

    • capone_adam
    • December 12, 2004 at 2:30 AM

    Just about done all I can with the modeling within the time I have, I start unwrapping tommorrow. Still mega worried about the hood animation, I have put in quite a few polys in that area for deformation...fingers crossed.

    [Blocked Image: http://www.caponeart.com/delete13.jpg]

    [Blocked Image: http://www.caponeart.com/delete14.jpg]

  • Malvon LP character

    • capone_adam
    • December 10, 2004 at 8:23 PM

    Ok, aiming to model and texture this for Monday. I've roughed it out and already I see I face 2 challanges. Firstly I am going to have problems with modeling the hood in such a way that it deforms ok and secondly I want to do a robotic hand like in the image below but not sure if to make the finger parts seperate objects which are linked and pivoted correctly etc?...is that a bad idea for a LP game character?...I just cannot imagine how you would make a single mesh hand deform in a way that makes it look robotic...anyone has experience of this or have any thoughts on these two problems? Also crit in general appreaciated, thanks.

    [Blocked Image: http://www.caponeart.com/ill_malvon.jpg]

    [Blocked Image: http://www.caponeart.com/delete9.jpg]

    [Blocked Image: http://www.caponeart.com/delete10.jpg]

  • Fantasy carousel

    • capone_adam
    • December 10, 2004 at 11:33 AM
    Quote from spine

    the dishes or circle plates seem to be veiwed on different hight levels,

    maybe it's just me but it looks strange.

    Thats quite possibly the oddest crit I have ever had, yes they are on different height levels because they are fixed onto a staircase. Maybe I've misunderstood?, thanks for the feedback anyway!

  • What do YOU expect/want from trailers for games?

    • capone_adam
    • December 9, 2004 at 12:55 PM

    I'm doing a report at university which explores the difference between a trailer for a game and a trailer for a movie. If anyone could answer the following questions it would be of great help, thanks.

    1. What is more likley to make you want to buy a game, a trailer featuring mostly shots of actual gameplay or a trailer with mostly cinematic shots?

    2. Do you bother downloading game trailers or are they something you only watch on TV/Cinema?

    3. How important is it that the trailer shows any ingame graphics at all?

    4. In order of importance, 1 being most and 5 being least...which of these aspects of a game trailer are most important.

    Humour

    Action

    Emotion

    Visuals

    Story

    5. A popular tactic in movie trailers is to end on a cliff hanger, where you are wanting to find out what happens next. Does this work with games?, would you buy a game to find out what happens next?

    Thats it, thanks again and look forward to hearing your thoughts. Also if you have any info on trailers for games feel free to share!

  • Fantasy carousel

    • capone_adam
    • December 9, 2004 at 12:53 PM

    Its for a game which is in my head and is what I am basing my videogame trailer on which is what I have made my University final year project.

  • Acteon, character model

    • capone_adam
    • December 9, 2004 at 12:50 PM
    Quote from ginsengavenger

    put a backpack on and pay attention to how the straps fall. they don't curve inward like that. gw

    Yeah, I wasn't sure how to model it. I am seeing him walking with one hand constantly holding it like in the concept at the very top left of this thread. So the bag at the back wouldn't naturally drop down...but yeah I think those straps might be too harsh.

    Thanks, some good crits here!

  • Acteon, character model

    • capone_adam
    • December 6, 2004 at 3:51 PM

    .....oh well...I guess I will find out...

    Heres what I have done...its done, but not finished...feel it needs a bit more polish so when I have a spare day I will sort it out. So please crit so that I can either change it or learn from it. Thanks.

    [Blocked Image: http://www.caponeart.com/delete5.jpg]

    [Blocked Image: http://www.caponeart.com/delete6.jpg]

  • Acteon, character model

    • capone_adam
    • December 3, 2004 at 11:55 PM

    Thanks all...but I'm currently really paranoid, I posted this at CGtalk and someone replied...

    "I would say for the most part the model will do..hoping there is no real animation needed..otherwise this will blow up."

    I replied asking how they meant...but half a day later and still no responce...now I'm scared to move onto texturing the body...I'll just have to go ahead and pray he is wrong if I get no reply to this matter in about 1-2 hours...

  • Acteon, character model

    • capone_adam
    • December 3, 2004 at 11:43 AM

    Have 2 more days to get this modeled and textured, I don't have much experience and am worried about my modeling skills. The head is 1218 tri and the body is 2134, I do not have a strict limit but would like to keep it under 3500. I'm worried about the eyes, at moment they are half geospheres...my plan was to use a tracking device on them along with morph targets for the head...but I have a feeling game models don't use these methods?

    Any advice much appreaciated...

    [Blocked Image: http://www.caponeart.com/ill_acteon.jpg]

    [Blocked Image: http://www.caponeart.com/delete1.jpg]

  • Fantasy carousel

    • capone_adam
    • December 1, 2004 at 2:26 AM

    My first post, so hello all. Here is something I have just 'finished', a carousel for a game. Its supposed to be quite creepy looking. At the moment the tri count is at 6239 without the horses, not sure if thats too high but this would be the only building in the level since it mainly used as a sort of lonley place the player needs to return to every now and again.

    [Blocked Image: http://www.caponeart.com/3dcarousel1LARGE.jpg]

    [Blocked Image: http://www.caponeart.com/3dcarousel2LARGE.jpg]

    [Blocked Image: http://www.caponeart.com/3dcarousel3LARGE.jpg]

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