I'm just killing time :P Making everything to have fun :hyper
I'm just killing time :P Making everything to have fun :hyper
Well, if you want the latest track just to update the game just tell me. If now I'll send it when it's done...
Finish it and then you can upload it fully made so everything will be clear :)
btw. What does my ship looks like a bug? (every ship I've made so far in maya looked like a bug or worse xd)
https://picasaweb.google.com/lh/phot...eat=directlink (it's about 1000 polis model)
https://picasaweb.google.com/lh/phot...eat=directlink
https://picasaweb.google.com/lh/phot...eat=directlink
(even texture I've made suggests that it's bug [I can't help it that I like green color [pokerface] <- I want one now...])
Ship made in proportion two to one.
The ship does look like an insect, but its too low poly to get a good idea of its shape at the minute.
At certain angles (in the last picture) the silhouette is confused so I suggest you up the detail a bit more.
The texture pattern (which is nice) is fighting with the underlying model making it look messy. Is smoothing on too? If its not, switch it on and post some screens again.
OK crit over....sorry if it sounded negative! The above view (first picture) is a different story, the shape is well defined so you don't need much work there.
I've kind of hit a brick wall with the handling and guidance of my AI....:frown:
What I'm planning on now is a more pro-active system:
Applies an opposite force to combat side-slip.
Have nodes that have speed values, so on detection / touch the ship adjusts its own speed to match (say for example on sharp bends).
Have some form of primitive braking mechanism.
Its annoying to start again but its all a learning experience:)
Looks nice but what's that of the 2 to 1 porportion? Are you saying your ship is two times larger than it would be in real life?
@Xpand: I mean that "lenght" of ship is 2*"width" of ship xD
@Aspect:Don't know what you mean but I'll see what I can do... although I don't know what :brickwall (too stupid :donut__:donut)Quote:
At certain angles (in the last picture) the silhouette is confused so I suggest you up the detail a bit more.
Eeeeeeh... with it on it looks like a real insect :cold Even monster!Quote:
Is smoothing on too? If its not, switch it on and post some screens again.
https://picasaweb.google.com/lh/phot...eat=directlink
https://picasaweb.google.com/lh/phot...eat=directlink
https://picasaweb.google.com/lh/phot...eat=directlink
(oh, and don't look at poli count there as i'm in preview mode...)
btw. I've just noticed that this not smooth one looks like transformers from "up" view xD
Oh man, be careful with the mesh smooth/subdivision. That's a really good tool for animation movies, for games, however, it is the worst thing you can use because you won't have control over the amount the polys of your model... I got told this by a professional 3D modeler that made models for Need For Speed Underground. It's a royal pain in the a$$ when you realise that you've added too many polys and now the games runs at 3 FPS. :brickwall
Didn't the document about game optimization talk about that? :eek
Remember, just an advice... ;)
OK, more crits:
I would suggest using smoothing groups (I don't know the equivalent Maya term is). With low poly stuff this will help add definition.
Create creases in areas to define sharp edges (like wings). This is kind of a halfway house between no smoothing and all smoothing.
Check this out (just as a quick example for Blender) to see what I mean.
http://blenderartists.org/forum/show...roups-mini-tut.
Blender does that in a strange manner. And after months of trying I still can't get that result without having to separate the parts.
In 3DS Max you just add the smooth modifier and click auto-smooth and presto! it's done...
Xpand: yes it is a bit strange in Blender (coming from a Max background). The thing to remember is the Blender Game Engine plays nice with stuff made in Blender (including separating meshes) that would screw up in other 3D engines.
This is to say Blender won't get this feature in the future.
Another good tutorial (for Blender):
http://www.katsbits.com/tutorials/bl...-smoothing.php