Here are some screenshots from a project I am working on. I have learned a lot from lurking here and only occasionally logging on to post.
This is a cafe with some lousy alpha textured chandeliers. The texture on the windows is off as well. You can see a map in the lower left corner applied with an overlay. The little yellow dot is the character. Also a simple compass to the right.
A shot of the sea I created using a tutorial (Cog’s I believe). I took a render of the waves mesh and applied the image as a texture to a flat plane. Maybe I will put the wave mesh back in. I used to animate the mesh and the high points would wash over the dock and send everything floating away, FUN!! Notice the “dock worker” which is not my creation and I will eventually change. That mesh was for a test of an Import script. That skymap does look familiar now doesn’t it, thank you for that.
That was a fun little alpha texture used for the palm tree top. I also was really happy when I learned to make the lamps glow. I think the columns and arches are cool as well.
Here you see the front of the main character I call him “Jack”. His hat, shirt, tie, jacket, pants and shoes are all seperate meshes connected to a single armature. …because I could. Also notice my feeble attempt at vertex painting on Jack. All the rest is static lighting using vertex colors and lamps in shaded view.
I really enjoied making the crates and barrels and such on the dock and texturing them. Each box and barrell is a seperate mesh just so I could waste computing power. Besides that “dock worker” isn’t getting much stuff loaded into the boat anyhow. I used to have multiple layers of alpha textured tobbacco leaves on planes but then my 450Mhz PII really took a hit so I smoked them.
This is just an overview of the whole set so far. It makes me happy even though progress is slow. Oh I forgot inbetween the map and the compass is bitmapped font plane which displays the names of objects when Jack bumps into them. I left that out of the screenies because no one really thought they were “dock workers” anyhow.
If anyone wants to help please get my email from the user profile and drop me a line. We can talk about where the project is at and where it’s going. If that “verse” integration goes well we could even collaborate in realtime on this. Regards, honeycomb
Post Date: Thu Nov 10, 2005
I thought I would share some videos of Jack and some Action/Animations
Here is the walkcycle:
If Jack gets too close to the dock edge:
Perhaps Jack is interested in a “dock worker”:
Post Date: Sun Dec 04, 2005
I thought I would post a small animation of a new character “Secretary”. Here is an image:
And a link to her walkcycle which was all done in 2.39a2 with envelopes.
It soon becomes clear why it is good to have bone chains that are not always connected tip to root when working in 2.39a2. Her skirt is a softbody which I haven’t fully tested and got working. Still this look does have its appeal. As soon as I modify the character to work in 2.37 I will add her into the game, alas without the softbody skirt. Stay tuned for more characters including “Bartender” and “Female Lounge Singer”.
Post Date: Mon Dec 05, 2005
Posted some wires of Jack. My skills are no where near the great work of others but it makes me happy (we create art for ourselves mostly, don’t we?) Jack UV Faces:
This wire image was created using the “Save UV Face Layout” script. As stated above each part of Jack is a seperate mesh. I ran the script on each part (jacket pants, hat, shirt, tie). I was going to use the LSCM unwrap but instead I selected “From Window” and seperated the front and back meshes. I thought that considering the semetry of the mesh this was faster.
What I did next might sound crazy but I was lazy and needed the practice. Instead of opening up the GIMP to combine the images I used the sequence editor and “Multiplied” the images together and finally rendered with “Do Sequence” starting and ending at frame 1.
As this is my first game ( and a long way from being finished ) I am taking the advice of many on thes froums and creating the characters to be used in animations. Then I will have the “cut scenes” which tell an actual story. From there I will build a game around the story. In this fashion I hope to someday attract others who are interested and they will have some idea of where this is going. If anyone cares to modify paint the image above and send it back I could render a still with “your” clothing design on it. ( email is in profile ) I suppose I could do a better job of UV layuot though as some edges in the image are really close together.