couple weapons
by Matt Mitman · in General Discussion · 08/25/2002 (10:51 am) · 22 replies
Heres a couple weapons and a shield I made last night:

The first sword is 578 polys, the second is 562, the ax is 600, and the shield is 284.

The first sword is 578 polys, the second is 562, the ax is 600, and the shield is 284.
#2
If the don't end up in RW, lemme know... we could use them for our Gladiator like fighting game... :D
08/25/2002 (11:19 am)
Very nice!!If the don't end up in RW, lemme know... we could use them for our Gladiator like fighting game... :D
#3
08/25/2002 (11:21 am)
My texture work tends to be fairly basic...I can make decent textures, and do fine with flat 2d (such as GUI's) but I always seem to run out of ideas quickly for skins ;)
#4
editing your skins...if you want..
-Anyway m8..good work
(dont take offense at my obseravtions..im jst a fussy git) :p
08/25/2002 (11:24 am)
If you post me them in 3ds format..i will have a shot atediting your skins...if you want..
-Anyway m8..good work
(dont take offense at my obseravtions..im jst a fussy git) :p
#5
08/25/2002 (11:26 am)
matt@mindcage.4saken.co.uk
#6
08/25/2002 (11:37 am)
did some optimization, and got the ax down to 536, the first sword to 498, and the second sword to 510 without any noticable detail loss.
#7
08/25/2002 (12:36 pm)
all these people not even in a company or anything, and still I have no dedicated modelers lol. Nice work man.
#8
3D-Diggers came out of a UT MOD with the Gladiators theme, we had a quite good concept.
If you want, just let us chat about it ;) (you know my addy)
08/25/2002 (2:30 pm)
Stefan, you work at a gladiators fighting game ???3D-Diggers came out of a UT MOD with the Gladiators theme, we had a quite good concept.
If you want, just let us chat about it ;) (you know my addy)
#9
The first sword looks too classic with a too simple texture.
The axe is really cool, it looks massive. But the texture needs some work. The shield is a bit basic, and lacks of a texture...
Anyway good job, I really like yours models!
Can you try also some rendering without Brazil, sometimes you've got some bad surprised when seeing in game.
08/25/2002 (2:56 pm)
The 2nd sword is good globally, except the blade.The first sword looks too classic with a too simple texture.
The axe is really cool, it looks massive. But the texture needs some work. The shield is a bit basic, and lacks of a texture...
Anyway good job, I really like yours models!
Can you try also some rendering without Brazil, sometimes you've got some bad surprised when seeing in game.
#10

This should be about what they would look like ingame
08/25/2002 (5:05 pm)
heres a render without any real lighting or anitaliasing using the basic max renderer:
This should be about what they would look like ingame
#11
Then we can get all this cool cutlery into the game.
Phil.
08/25/2002 (5:25 pm)
All I need is some hand to hand anims! please someone do some anims! :))Then we can get all this cool cutlery into the game.
Phil.
#12
08/25/2002 (6:02 pm)
If you send me one of the boned player models, I'll try making some....though I've never tried before, so it may take some trial and error ;)
#13
Is it possible for different models to share the same bone structure (as in number and types of bones/joints) and therefore the same animations?
I remember Jeff saying something about the Elf and the Orc model having different bone structures.
The reason I ask is that we are going to have a lot of weapons and classes, it might make sense to make them all use some weapons the same way. For example, all the classes that can equip knives could have at least some of the same (or at least tweaked) animations.
This is similar to a game like Tekken or Virtua Fighter where some characters will have the same or similar versions of some moves.
It seems to me that if we have say 4 classes that can use a sword making 4 sets of animations for those sword attacks might be a bit much. It might be easier to come up with attacks and share them and tweak and introduce new ones as needed. It also makes the process of adding new classes much easier. (Start with the base set and tweak as needed)
If anyone needs a strange example you can say compare King and Armor King in Tekken. Armor King is a King clone with a bunch of attacks changed, and over time they became more divergent. But adding A-King was easy at first, just make a different model with the same skeleton and go for it.
08/25/2002 (10:15 pm)
Technical question:Is it possible for different models to share the same bone structure (as in number and types of bones/joints) and therefore the same animations?
I remember Jeff saying something about the Elf and the Orc model having different bone structures.
The reason I ask is that we are going to have a lot of weapons and classes, it might make sense to make them all use some weapons the same way. For example, all the classes that can equip knives could have at least some of the same (or at least tweaked) animations.
This is similar to a game like Tekken or Virtua Fighter where some characters will have the same or similar versions of some moves.
It seems to me that if we have say 4 classes that can use a sword making 4 sets of animations for those sword attacks might be a bit much. It might be easier to come up with attacks and share them and tweak and introduce new ones as needed. It also makes the process of adding new classes much easier. (Start with the base set and tweak as needed)
If anyone needs a strange example you can say compare King and Armor King in Tekken. Armor King is a King clone with a bunch of attacks changed, and over time they became more divergent. But adding A-King was easy at first, just make a different model with the same skeleton and go for it.
#14
I believe this is possible.
For example, in half-life, the fan-made player models all use the same skeleton (and therefor the same animations), so i think this is definatly possible.
08/26/2002 (1:57 am)
James,I believe this is possible.
For example, in half-life, the fan-made player models all use the same skeleton (and therefor the same animations), so i think this is definatly possible.
#15
08/26/2002 (2:20 am)
Yeah, I guess I know it is possible, what I meant to say is that we should do it, and is it possible for us right now? Because I think I remember Jeff saying that there was a difference between the Orc and the Elf bone structure. If that is the case standardizing on a skeleton might mean we would have to redo the Orc...but a stitch in time saves 9, better to redo a few animations now than have to create new anims for each weapon later...
#16
08/26/2002 (5:38 am)
Its entirely possible, and I don't think it would be very hard to do since most of the players are humanoid. Not positive, but I think with torque, if the same bones are in the model, the dsq will work, even if they have been resized or repositioned.
#17
IE you realy need a global bones system for a community project.
As far as your models go they look a lot better than some i have seen in games, Poly count is realy generic anyway, releasing a game now with players at 4000 polys might seem over the top, but if your releasing your game next year or in 18 moon, it may not seem so bad.
As far as the comment on rendering, most artists place screenys that show their work in its best light, already knowing what it looks like in game, i dont post unless i know that the ingame graphics would at least be acceptable, but i would normaly post a render shot to show the work involved anyway. (artists are artists not programers).
Anyway it is good modeling work, the textures may need tweaking to get that ingame quality, but not a lot of work is needed, basicaly highlights and a few tricks that texture artists understand would make these weapons into cool content for RW.
just my 2 cents
08/26/2002 (1:55 pm)
Well i am doing a private project for RW (dont have the tge source) and i have managed to port some weapons from t2(as an experiment) into RW, so the ones with anims work ok, you have to consider also that the player anims and sequences/scripts will be a lot different from T2, so i dont know or havent looked to see just how generic the bones system is, the simple answer would be for the RW/GG guys to create a bones system that works with all the player models, and comment out the relevent sequences that arent pertanent in the relevent cs, and then release it to RW community.IE you realy need a global bones system for a community project.
As far as your models go they look a lot better than some i have seen in games, Poly count is realy generic anyway, releasing a game now with players at 4000 polys might seem over the top, but if your releasing your game next year or in 18 moon, it may not seem so bad.
As far as the comment on rendering, most artists place screenys that show their work in its best light, already knowing what it looks like in game, i dont post unless i know that the ingame graphics would at least be acceptable, but i would normaly post a render shot to show the work involved anyway. (artists are artists not programers).
Anyway it is good modeling work, the textures may need tweaking to get that ingame quality, but not a lot of work is needed, basicaly highlights and a few tricks that texture artists understand would make these weapons into cool content for RW.
just my 2 cents
#18
08/26/2002 (2:21 pm)
As an afterthought to Phils post the obvious thing is for the GG guys and or artist to make available the max file for the current player in RW (obviously with copyright stuff), the new animations could then be incorporated and submitted for the RW guys for perusal and/or acceptance as an update, when RW is updated.
#19
ie) You do not need the actual model of the Orc or the Elf you just need the biped that it is setup with.
Once you have the skeleton you can animate to your hearts delite and export as a DSQ. This DSQ will then apply to the Elf or Orc model (or any other model that shares a similar setup as the DSQ).
Pascal is well aware of this and he is trying to ensure that models fit with this format. As for who will do the animation work that is up to Pascal to decide since he is the Art team lead.
Logan
08/26/2002 (6:09 pm)
To do custom animations for models in Realm Wars you only need a copy of the skeletal deformation system that they used.ie) You do not need the actual model of the Orc or the Elf you just need the biped that it is setup with.
Once you have the skeleton you can animate to your hearts delite and export as a DSQ. This DSQ will then apply to the Elf or Orc model (or any other model that shares a similar setup as the DSQ).
Pascal is well aware of this and he is trying to ensure that models fit with this format. As for who will do the animation work that is up to Pascal to decide since he is the Art team lead.
Logan
#20
What I am looking for is one fairly long range straight ahead slash and one side to side slash that covers a pretty wide arc. I don't care how it looks, it can just be one joint on the arm moving for all I care.
It couldn't take more than 10 minutes and would be really helpful.
08/27/2002 (2:21 pm)
It would be REALLY nice of someone could make a couple of placeholder animations.What I am looking for is one fairly long range straight ahead slash and one side to side slash that covers a pretty wide arc. I don't care how it looks, it can just be one joint on the arm moving for all I care.
It couldn't take more than 10 minutes and would be really helpful.
Torque Owner Matt Laurenson
-two things i would consider though-
lowering the polycount on some of them
500+ polys for a weapon is a bit much isnt it?
+The texturing could probably do with a little
work...
but hey...they are niCe :))