- Joined
- Feb 1, 2013
- Messages
- 1
What, x y z facing are you using? For example, Warcraft's .mdx is z up, x forward and Milkshape .ms3d uses z up, y forward. Which one are you using for your game?
First WIP on the body.
Crits plz
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T.
Nice job, but i guess you need to make the face look more like the girl in the pic, otherwise its awesome
James Silver-wolf said:What, x y z facing are you using? For example, Warcraft's .mdx is z up, x forward and Milkshape .ms3d uses z up, y forward. Which one are you using for your game?
Can we just provide you with the 3D Studio Max file?
T.
HammerFist132 said:Sry I cannot find version for 3dsmax 2009, and does we have to do with custom bones for animations or we can use human skeleton for creating more realistic animations. Also where we can find viewer for fdx models.
TaylorMouse said:Can we just provide you with the 3D Studio Max file?
Taylor_Mouse said:in the first post, it clearly states, texture must be 1024x1024 at the least, does that not mean it has to be textured?
can we get a clear decission on this, plz?
Pretty Cool, but the eyes look WeirdHere are some more of my WIPs
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I think it is time for the uv unwrapping
T.
Taylor_Mouse said:Btw, is it possible to get the closest position of the camera to the model in game, so I can make sure I don't loose too much time on texture parts that are nearly visible ?
Taylor_Mouse said:And maybe the height of the average model in game so I can scale it accordingly?
Taylor_Mouse said:One more question, for the textures, what is "too" much ?
Pyramidhe@d said:few things i gotta ask, though. is it really necessary for it to be that many polys? i mean, judging by the screenshot shown, and from the screen space taken up by the character models, it seems almost as if the models could get away with wc3 poly count. i dont know if there is any other screenshots. i couldnt find any others.
Pyramidhe@d said:also. you guys said that you wont be using normals or specular for the animated models. does that mean you wont be using normals and etc for the environ as well? because right now, it looks like your enviroment could really use some normals. characters are going to have 4k polys and it looks like taylor_mouse has put enough mesh details to not need a normal. but the environ is not high poly. and hence why i am emphasising the need for normals. is it an engine specific problem/limitation? cos to be terribly honest, those screenshots doesnt look too enticing. i know its like alpha stage right now. but you do need something that represents the overall mood of the game. its not so much of a problem with david lopez's area work since it is structured and has good mesh and distinct texture. but that's because it is unlit.
Pyramidhe@d said:also curious as to what engine is being used.
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Taylor_Mouse said:Does this means you need an LOD of some kind?
Hi guys,
I just updated the guidelines regarding animations, meshes, skinning and bones.
Also just want to let you know that we moved from Greenlight's Concepts section to the Main Page, so now every vote counts so Valve can eventually publish our game on Steam. We'll deeply appreciate if you help us to climb to the top 50! =)
Taylor_Mouse said:In the set of animations, it stands that there is only one attack, with sword, does that means the blade, coming out her left wrist piece is not necessary?
Secondly, the Spellcast, is it ok to do this with the left hand, since the artwork clearly shows some power usage on her left hand?
Warchief_Grom said:so I was wondering if it would be at all possible to extend the deadline, even by a little bit? If not, 'tis fine, I'll just have to bust my hump on this even more XD.
Warchief_Grom said:Questions: Regarding the animations, what type of animation should the "Spellcast" be? A sort of "Spell Throw" animation for a bolt-type attack? An animation more attuned for a cone effect spell? Or maybe a sort of "Nova" spell? Also, what type of spellcaster is she? Does she focus on frost? Fire? Dark? Light? Natural? Necromatic? Details plz! XD
Warchief_Grom said:And also, are we allowed to give our own "interpretation" of the texture/model? Like if we wanted to add or change something, would it be permitted? Just curious.
HammerFist132 said:to me her sword looks to simple, can we create some epic version, like dual blade or something like that?
Taylor_Mouse said:First update on the texture