Say hello to Orbito.
He is a new character I’ve modeled. 2600 Faces for the complete model so far. All shaders are running in realtime. 4 Textures: Diffus, Normal, Spec, AAO
Next step will be rigging. And afterwards some basic animations for the game engine.
Very nice character so far. A few tips: did you do the interior of the mouth as well? Did you considered him when having his mouth wide open? Because I’m thinking the size of his head suit not being enough for a few facial animation issues.
hey thanks for your comments.
after work I will post an update. I have already rigged him and made 2 basic animations. Idle and run cycle are finished.
What can I say to the game. Don’t know if I get finished, but I would love to create a small level with some jump and run elements. Maybe collect some items and so on. Unfortunately I don’t have that much sparetime so I think this projekt will last some time and I will work on it in my spare time. After the finished Charakter I want to create some level assets. Some plants, trees etc.
Ok, here is the update. A small viedo on youtube introducing orbito.
And the first asset I’ve modeled and textured today. It’s a tree
More will follow. Have fun!
I had some time that evening, so I made some varations of that tree. Just some slight changes, to give the scenes later a bit more life.
Textures were painted in Blender. For Orbito and the tree, except the leafs. I had some alpha issues in blender. So they are painted in a painting software. I will create most of the future textures in blender too.
So here is some progress!!! I’ve added some grass. And created a ground texture. Painted in Blender again.
Orbito now has his basic movements. Check out the video (Everything done with logic bricks)
Hey there… a new little Screenie
Just put all the stuff I’ve already modeled and textured together! Some Material Compositing for the mist, and thats it.
Yea i saw ur vid it looks amazing. I like the facial animations. Did u use bones or shapekeys for that? Also what is the advantages of using 2 material nodes, I usually use a stencil for that blending?
hey cuervo,
thanks
The advantage of mixing your materials via nodes is that you are not limited to 2 materials. Let me explain what I mean. With nodes you can mix as much materials you want together, and always put the new textures on top of everything. The Problem with stencils in the textureslot is that every new stencillayer you use is affected by the stenicillayer above. If you are using only two different materials it is no problem. As far as you start mixing 3 different diffusetextures you will have a problem, that you are not able to put the each new texture just on top of everything. I hope you understand what I mean.
Unfortunately there is a bug at the moment. The bge doesn’t use the right UVLayout. In the Viewport everthing looks ok, but as far as you start the bge it uses the UVLayout that is selected in the Object data and not in the in the nodes. I’ve already reported that bug and it has been confirmed. So I think the fix will be soon in trunk.