Cs (ground areas, heliport)

(sbkodama) #121

Hello, armor pieces test. :slight_smile:



(sbkodama) #122

Hello :slight_smile: full armor with:
shoes, shin, thigh, pelvis, abdomen, chest, shoulder, arm, forearm, hands, helmet.





(torakunsama) #123

Yes pupil size is small and may be I might to increase it, when I thinking about it I thought of the possibility to change depending on the light but the utility of such a thing is may not be worth the blow compared to the complexity of its implementation.

Salut sbkodama!
You see the problem with the eyes is that they look bizarre, the iris is very small. you might increase the size of the texture (reduce the UV size) or make the eyes bigger. The iris should almost touch both eye lids… wait, maybe you need bigger pupils. It’s just a small operation to make her face look better!
Other than that, congratulations, your project is growing at a steady pace. I’d recommend working on the gameplay more often though (I know you’ve fallen in love with her, but…), so that the whole game(if it’s one) will progress at steady pace and not just the main character!
In any case it’s all completely up to you, keep it coming!

(sbkodama) #124

Hello and thank you torakunsama. :slight_smile:

I have already improved eyes but yes it would be better if iris was a little hidden by eyelids, unfortunately their mesh is directly integrated into the face mesh and iris expansion can give animation problems.

I focus primarily on the main character because level design is primarily based on his possibilities and evolution of it with accessoiries. So after extensive work on possibilities of the main character I work on accessories that should increase him drastically.

semi-transparent visor and camera and earphone accessories for helmet equipment. :slight_smile:
http://nsa21.casimages.com/img/2011/10/10/mini_111010070142620643.jpg http://nsa22.casimages.com/img/2011/10/10/mini_111010070151523876.jpg

(torakunsama) #125

I focus primarily on the main character because level design is primarily based on his possibilities and evolution of it with accessoiries.

Oh that«s OK, the game revolves more around the character, so you should spend more time working on it. But do not forget to optimize. Working on one single object for long time tends to make us keep adding stuff, then, it might become heavy or incompatible with the rest!
Keep us updated!

(sbkodama) #126

I consider the avatar and its possibilities as the most important, it could become heavy but I don’t think there will be inconsistency with the rest because it is obviously reworked when necessary.

Details last updated on:

Optimized combination with transformation of triangles majority into squares and connectors remove for less face (~ 10,000> ~ 5000).
Accessory for helmet with camera, antenna and “enhanced”.
First element to complement island with solar panels, reed and coral (this still has too many face)


(sbkodama) #127

Hello :slight_smile: , after some level design tests I return to logic with a first update the possibility of “chopping” the left hand over right hand already proposed, and I can therefore also be able to “chopping” both hands simultaneously.

This addition follows a reflection on the gameplay and the use of several options at the same time such as:

  • The use of an accessory with one hand and the interaction with the environment with the other hand,
  • The use of an accessory in each hand or an accessory with both hands.

My second update is for the taking of ledge that I limit to face of the character.

(sbkodama) #128

Hello, beginning of a telescope. :rolleyes:

http://nsa28.casimages.com/img/2011/12/02/mini_111202093120177613.jpg http://nsa27.casimages.com/img/2011/12/02/mini_111202093127718049.jpg http://nsa28.casimages.com/img/2011/12/02/mini_11120209313378037.jpg
http://nsa28.casimages.com/img/2011/12/02/mini_111202093138489106.jpg http://nsa27.casimages.com/img/2011/12/02/mini_111202093145594150.jpg http://nsa28.casimages.com/img/2011/12/02/mini_111202093150662781.jpg

(sbkodama) #129

http://nsa27.casimages.com/img/2011/12/14/mini_111214102951968172.png http://nsa28.casimages.com/img/2011/12/14/mini_111214103001180258.png http://nsa28.casimages.com/img/2011/12/14/mini_111214103008420967.png

(sbkodama) #130


(leonnn) #131

Nice new images the stile is getting back to the initial ones, really nice, I jusnt dont like her clothes they lookkind weird, but this is my oppinion you liking it its what matter!

(sbkodama) #132

Hello and thank you leonnn, why you don’t like her clothes ? color or shape or other ? :slight_smile:

Telescope improvement :




(leonnn) #133

I dont know they dont blend, look the cloth of the guy of dead space for example you have a lot of things that look like fitting one with the other, your concept is good but I think that it need more details on it, you are modeling a lot of cool things but the textures are needing a little work as I said before, I would work on that, your game is great and I really expect something cool from it, like on the first images that you posted there you made a great texturing job, I can take from example the image of your profile it looks awesome.

(sbkodama) #134

Hello and thank you leonnn, I don’t use textures on my basic toon, as my first and last posts or avatar.
In this setup all things are made with material and light, and textures are used only with “shadow buffered” and a “1x1 semi-transparent picture” for semi-transparent items.

I had already look at dead space for inspiration, but it’s suit has reinforcements unlike mine.
I don’t anticipate direct reinforcement but I could try discrete hooks (for future accessories) ?

(sbkodama) #135

Hello and merry christmas http://blenderclan.tuxfamily.org/html/uploads/smil4488151396e5a.gif, here are three gifts that summarize my latest updates. http://blenderclan.tuxfamily.org/html/uploads/smil4488151396e5a.gifhttp://blenderclan.tuxfamily.org/html/uploads/icon_hammer.gif

arm left & right. . . . . . . . . . . . . viewfinder 3D impact. . . . . . . . . ledge left > right . . . . . . . . . . . .
camera internal > external . . . . . small wall front jump . . . . . . . . . camera external > cinema . . . . . .
zoom perspective +. . . . . . . . . . screen 3D telescope . . . . . . . . . small wall front jump. . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . front jump . . . . . . . . . . . . . . . .

(sbkodama) #136

Hello, a little message to tell you that I have reduced the number of button used, I remove the spin and roll and I now use a sequence “forward > forward” to activate the run and a "quick release of “crouching” to activate the jump.

(sbkodama) #137

Hello, little update with suppression of endurance and change the image ratio to 16 / 9 in 1920/1080 and modification of the hud accordingly.

(agoose77) #138

I think this project will be good, but it’s hard to tell from .gif s. Could you screen capture?

(sbkodama) #139

Hello and thank you agoose77. :slight_smile:
Yes I can screen capture, I made gifs and no video because my actual computer don’t like video capture, so well I will try some screen capture soon.

Edit : other update is new straphe animation

(sbkodama) #140

Hello, after successfully completing the sequence logic “forward > forward = Run” and “crouch quickly = jump.”
I think starting a battle system with an initial sequence “maintained strikes>target”, but I still miss a button where assign the kick.