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Tuesday, September 18, 2012 - 06:26

If it really is only for normal-map baking then there is no need for a UV-map of course, but I was rather thinking about a little bit more complete structures that include a lower-poly bake target. UV-island would need to be move around to fit the final map of your mesh of course, but that is still less work then making the UV-map yourself. However I am actually a bit concerned about different UV-mapping styles (and quality), as some people preferr disortion free but cut-up maps while others preferr less cut-up ones (which also render faster and give less baking artifacts).

Prebaking textures is unnecessary if the mesh is properly set up... that is then just one extra click in Blender.

Monday, September 17, 2012 - 17:34

Heh... I seem to be the minority here then ;) But don't tell me I didn't told you when this never gets off the ground or you end up with some half finished models :p (jaja, doomsday... pessimism is my second name ;) ).

IMHO if such a strategy is to succede you will probably have to look for an actual game to contribute the fully made models to. Otherwise it will be difficult to keep motivation up and actually produce something worthwhile.

Three games come into mind that could probably use some nice mechs (all FOSS):

http://www.moddb.com/games/mekarcade

http://www.coldestgame.com/site/

http://hackcraft.de/games/linwarrior_3d/

However the last has a really limited engine from a graphical point of view, and doesn't use regular textures.

Maybe one could also make a cool MechCommander like mod for Warzone2100 (since that has already the modularity in place and the engine has been updated quite a lot recently) or 0AD if one wants the best looking engine right now ;)

Monday, September 17, 2012 - 12:31

Don't even bother with Kickstarter... as far as I have seen it really isn't very sucessfull for true hobbiist projects, but rather a way for old PC only developers to get back into the game without publisher funding (which is nowadays too much focused on console gaming).

In the end don't expect there to be any significant amount of donations until there is a lively community around a well functioning game (can be an alpha or beta version though). It sucks I know... and it certainly is a chicken/egg problem to some extend.

IHMO the best for Ancient Beast (which has really awesome artwork so far) would be probably to find some bigger HTML5 project to "piggy-back" on. Often the code requirements are quite similar for totally different games (see for example the use of the flare engine for some of the LPC entries), so don't be too close-minded when looking for potential projects.

Anyways... good look with the game! And once there is a playable prototype I will probably donate a few bucks ;)

Monday, September 17, 2012 - 12:12

As I stated before, I don't think animations or textures should be included (except for high-poly meshes readily set up to bake normalmaps etc.). While I understand what you mean Riidom when you say modeling only doesn't help that much, I doubt a full "ready to go" set is realistic to do with such an uncoordinated group-effort and as I stated above the entry barrier should be kept low (which is basically the opposite idea of yours).

I think the main benefit of such a set of mech parts would be to avoid spending a lot of time to model all the detailed "greeble" parts and instead having a library of pre-made parts to integrate into ones mesh. Similar to those meshes linked above, and not to different from the shipyard set that was the original starting point of this idea.

So my proposal would be that the goal shouldn't be fully done mechs but rather detail parts like vents, heatsinks, weapon-barrels, rocket-launchers etc. which can be used either as surface detail to bake a normal-map or to supplement a self-made mech with additional components.

My proposal for inclusion of UV maps mainly comes from my personal experience with the shipyard etc. which are not uv-mapped and thus really de-motivate me to work with them, as UV-mapping is a quite boring work especially if you have to do it for so many (not-selfmade) meshes the same time (instead of doing it part by part while modeling them).

Friday, September 14, 2012 - 18:45

@Danimal: Yes that was the Blenderswap I was thinking about.

Otherwise... I am not sure if we should go for a complete set of modular mechs, all textured and animated already. First of all this really rises the entry bar for contributions and most of the time each game has it's one art-style or some specific requirements (like a Mech RTS couldn't use the same mechs). A set of (unwrapped) parts to be used by a skilled modeller to speed up all the detailing parts (for example building a detailed cockpit, or a weapon with a lot of surface detail) would probably be sufficient for most game projects, and would attract more contributions for sure.

Wednesday, September 12, 2012 - 06:18

I like the mech idea and will probably contribute (both with 3D models and financially if needed). I think one of the problems with prior packs has been the lack of UV-mapping however, which at least rudimentially should be part of every included assets as it is a quite hard work to do that afterwards for a lot meshes you have not done yourself.

There was a nice pack of similar stuff, including mech/airplane cockpits and such already recently on Blenderswap (which seems to be currently offline otherwise I would link it), which would be a nice start. Maybe that artist could be convinced to repackage and expand the pack to be mech focused as a base?

Saturday, September 1, 2012 - 16:22

cool style!

Wednesday, August 15, 2012 - 17:46

Looks more like a goblin or such to me, but very nice work never the less. Put her into some nice dress and she will be the queen of any party ;)

Friday, July 6, 2012 - 11:40

nice one too!

Wednesday, July 4, 2012 - 09:42

That is extremely usefull, will download as soon as my internet at home works again ;)

Now someone should do a mod of it with weathered textures and bullet/grenade marks!

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