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  1. #21
    Member adriansnetlis's Avatar
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    Hi there! An update again:
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  2. #22
    Member solarforge's Avatar
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    Looking good, keep at it...
    Asus P8 Z77-V LX | Intel Core i5 @ 3.40 GHz | 16 GB RAM | MSI GeForce GTX 660 - 2 GB



  3. #23
    Member adriansnetlis's Avatar
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    Began to make a character model.

    FULLY REBOOTING In-Dome
    Please, join development.

    2 open projects for me now:
    • In-Dome
    • Von Der Dead

    Everyone is welcome to join any of them. Just remember to post in the threads!
    Last edited by adriansnetlis; 10-Jun-15 at 14:00.
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  4. #24
    Nice work adrian.
    Is your charater hi or low poly?



  5. #25
    Member adriansnetlis's Avatar
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    Low poly - 2,4K polys.
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  6. #26
    Another nice project..I'm always here if you need
    If you need some creatures ,I drew the four-handed monster...quick concept , if you like I can be modeled
    Attached Images Attached Images
    My BlendSwap assets →→ S F i s h studio →→ My Itch.io
    "If you know about 3D design, just go slow, line by line, and make a test scene/project to try stuff until you get yourself oriented on the way things work." eons



  7. #27
    Member adriansnetlis's Avatar
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    Yeah. But remember, that player will be one of the highest-poly model in whole game, so make everything else very low poly. Only creatures can have up to 3000 polys, but try to make them in range of 1000-2000.
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  8. #28
    Member adriansnetlis's Avatar
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    Um - a problem. I can't parent model to armature with automatic weighs. I removed doubles, recalculated normals and made sure there are no modifiers on mesh, but it still didn't help. What may cause it and what could be a fix? Is it possible that this is caused by the fact that I have triangles and quads mixed in my mesh?
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  9. #29
    Member adriansnetlis's Avatar
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    OK! Triangulating character fixed this problem. Let's hope this won't make any other problems(I have heard that tris may have a problems in animations, quads behaves better). I will keep testing. I don't see any artifacts in armature deforms currently. I don't know aobut pefrormance of triangles - do they increase or decrease FPS?
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  10. #30
    Member adriansnetlis's Avatar
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    Walk animation test. Watch in Youtube for HD.

    Hope you like this. I took a reference image from net and it looks like it is working great
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  11. #31
    Member adriansnetlis's Avatar
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    OK! I am reporting that I just done running animation. Currently everyhing is going well. I've got a question - Which of theese control systems would be the best:
    • Like in first Resident Evil series where you use WASD to walk and when you hold down aim buttom(in my case RMB), character switches to aim mode where he can't walk, he can still turn around using A and D, but W and S makes him aim up and down.
    • You can walk with WASD. When you aim(hold RMB), you can still walk and turn, but much slower. In this case you can't aim up/down.
    • Walk again with WASD. When you aim(hold RMB), mouselook aiming turns on and walk gets slower. You can aim using mouse and walk at the same time.

    The last would be harder to implement(requires IKs) and may make game too easy for experienced players and too difficult for newbies. But it is the most accurate and modern way. However, I wonder how would this act in pre-rendered 3rd person view mode like first RE series had(this game will keep this for nice style).
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  12. #32
    Member adriansnetlis's Avatar
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    Oh, cr**! I can't make turning animation. Need a very good reference image. A very, very good. I tried to make it as correct as possible, but nothing even similar came out. Notice that I need some reference where I see only front of character or only side of character also when he turns. All the time. Otherwise it won't be useful for me.
    Last edited by adriansnetlis; 11-Jun-15 at 14:34.
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  13. #33
    Great work...
    Interestingly, it was not the parent model to the armature , I'm too pretty to triangle model - especially in the folds due to deformation and square and I had never been a problem.
    Most game engines it just converts the square into triangles so on fps I think this does not affect
    I like the first and the third option
    About turning animation might help if you can imagine yourself as you turn and you try to emulate , like actor and of course some good references
    I'm working on a sculpture of the four-handed creature...creepy mutants worse than in Resident Evil ...soon, maybe tomorrow , we'll see how it goes I send screenshot
    My BlendSwap assets →→ S F i s h studio →→ My Itch.io
    "If you know about 3D design, just go slow, line by line, and make a test scene/project to try stuff until you get yourself oriented on the way things work." eons



  14. #34
    Member adriansnetlis's Avatar
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    OK! Remember this law: make a high poly and bake it's normals and AO to lowpoly to gain a very high quality, but low poly mesh.
    I just can't imagine me turning, but not turning at once... I need someone to... Wait! I can make an animation where character really turns and parent camera to his front to make reference. Or... I will just make him turn his feets.
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  15. #35
    OK! I love a good low poly models
    My BlendSwap assets →→ S F i s h studio →→ My Itch.io
    "If you know about 3D design, just go slow, line by line, and make a test scene/project to try stuff until you get yourself oriented on the way things work." eons



  16. #36
    Member adriansnetlis's Avatar
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    OK! I decided to use walk animation when turning as it looks fine in that situation Only animation left in walk system for now is backwardings. I will look for reference soon.
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  17. #37
    Member adriansnetlis's Avatar
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    Here are the walk animations: enjoy!
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  18. #38
    four-handed creature sculpt... wip
    Attached Images Attached Images
    My BlendSwap assets →→ S F i s h studio →→ My Itch.io
    "If you know about 3D design, just go slow, line by line, and make a test scene/project to try stuff until you get yourself oriented on the way things work." eons



  19. #39
    Member adriansnetlis's Avatar
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    He looks quite scary. Maybe make his bottom hands have a big, big claw under each hand. That will allow him to cut too.
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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  20. #40
    Member adriansnetlis's Avatar
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    Hi, bishop! I wanted to tell you how can we split enemy modelling jobs - I will model guards and other human enemies and NPCs using makehuman and than editing it in Blender, but you make all the monsters and scary creatures. I will still give oyu hints what kinds of monster I will need in some places. This 4-handed monster may be a good first experimented creature which player finds somewhere. And it may act like boss. By the way, first enemies will be guard dogs in mansion yard, this will bew next one in enterance.
    My Blogspot my 3d development blog. I am at GTM + 2.00 time belt! Intel® Core™ i5-6300HQ 2.3 GHz(quadcore), NVIDIA GeForce GTX960M, 4GB DDR4 RAM, Linux Ubuntu 16.04.
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