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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Fri Feb 24, 2006 8:21 am    Post subject: [quote]

I've been crushed by work lately, so I haven't been working much on Sacraments 3D, but I did manage to get a chance to do some modeling and rigging tonight. I decided to make one of the monsters for the game, and this is what I made:



The idea is to have fairly naturalistic monsters, based on real-world animals, instead of the more fantastical monsters you see in many RPG's nowadays. Seems like many RPG's make monsters weird for the sake of being weird - I'd like to go the opposite direction, and make them seem as natural as possible (while still making them interesting, of course). The challenge here, of course, is that natural monsters will look dumb if not modelled well, whereas fantastical monsters have no precedent to compare it against, so you can get away with more. But I'm going to try it.

This particular critter is basically a big bird, somewhere between a horse and a large dog. This would be the sort of monster you encounter in the typical wilderness environment. The more "monster-like" monsters would be reserved for special magical places, and look like mutated/perverted versions of real-world animals. (In this game world, magic is an organic part of the environment, like water, plants, and air, so it can stagnate, fester, and rot. When this happens, and animals get caught in it, it creates monsters by changing the animals in unpleasant ways. Hence, all monster-like encounters will basically be a lot like real-world animals.)

I was experimenting with some texturing techniques and more animation rigging with this model, and I'm pretty happy with it. I actually have its idle animation about 90% animated - just a few tweaks left here and there - and it works pretty well.

My next technical experiment is piling animations onto these characters so I can trigger different "emotes". My goal is to get to the point where I can make a combat demo between the Luthien model and this bird critter. To do this, I'd need at least some basic animations for each combatant : idle, attack, hurt, and die. I'd also like to include special attack, weak, and "really hurt" for more variety, but I'm wary of biting off too much animation work. We'll see how it turns out.
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Sat Feb 25, 2006 12:07 am    Post subject: [quote]

Not bad, not bad at all. :) You can still afford some eccentricism even if you're trying to stay "realistic" though, since only a bonehead nitpicking player is gonna care about how "true to life" your animals are...
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Sat Feb 25, 2006 1:43 am    Post subject: [quote]

As long as they dont go as far as some of the Final Fantasy X enemies (with hoovering rings and crap) I'm happy. Liking the bird. I guess it dont have the flu? :P
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Sat Feb 25, 2006 7:04 am    Post subject: [quote]

Heh.

Yeah, I will take more liberties with the "monstrous" animals than just making them larger. I just want there to be an obvious shift between "normal animals" and the "polluted animals."

Anyway, I just uploaded an animation test of the bird above that you can view. It shows the "idle" animation for the bird, when it's not attacking, getting wounded, or whatever. I was going for the spastic, jerky motion of birds, and I'm pretty happy with how it turned out.

I had the animation pretty much ready to go last night, but for some reason, the character rigging at the very end of the tailfeathers wasn't working, so I had to rebuild the rig from scratch. It appears to work now, though. Next, I'm going to try building the other animations.
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Sat Feb 25, 2006 2:41 pm    Post subject: [quote]

Killer. :)
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If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Sun Feb 26, 2006 2:58 am    Post subject: [quote]

You have catched the perfect birdy feeling with that one Neph. Liking it's movement - almost hearing it ...whatever the sound doves makes is called.
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Mon Feb 27, 2006 4:43 am    Post subject: [quote]

Thanks. I'm pretty happy with how the animation is looking.

Tonight, I added some more animations: a "moving to attack" animation, an "attacking" animation, and a "getting hurt" animation. I cobbled them together into a little interactive demo that shows how the different animations work together by having a bunch of the quailtards duke it out.


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Jocke The Beast
Monkey-Butler


Joined: 29 May 2002
Posts: 54
Location: Dark Forrest of Sweden

PostPosted: Mon Feb 27, 2006 10:20 am    Post subject: [quote]

Perfect. Now I wanna kill some birds :)
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Jocke The Beast
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Tue Feb 28, 2006 4:45 pm    Post subject: [quote]

Quote:

Perfect. Now I wanna kill some birds :)

Indeed! :)
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Sun Mar 12, 2006 11:41 pm    Post subject: [quote]

Haven't had much opportunity-slash-energy to work on my 3D stuff lately, but I did manage to sit down today and start working on an indoor tileset: a series of caverns. Here's a screenie if you're interested:

(In the final game, the light won't be so bright in there - I just bumped it up for the purposes of this screenshot.)
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Mon Mar 13, 2006 2:50 pm    Post subject: [quote]

Have I told you how much I enjoy the cartoon feeling of this project? Yes I have, but I say it again.
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Tue Mar 14, 2006 7:25 am    Post subject: [quote]

BadMrBox wrote:
Have I told you how much I enjoy the cartoon feeling of this project? Yes I have, but I say it again.

Heh. Thanks. Glad you like it, because it's going to save me a lot of dev time in the long run! :-)

Tonight, I worked on the cavern tileset some more (click images to enlarge):



(These shots are within LightWave, not my engine, but that first shot looks pretty similar to the in-engine shot if I use attenuated lights.) I was experimenting tonight with using LightWave as my level editor. Although it would work, it's not exactly a process that lends itself to creativity, so I'm probably going to write my own level editor that lets me add, move, rotate, and delete tileset tiles to form maps.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Tue Mar 14, 2006 2:29 pm    Post subject: [quote]

I dunno if it's just my monitor, but I really can't see what's going on in that first picture. Waaaay too dark. I can see some blue, some red, and a little white bit, can't make anything else out.
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Tue Mar 14, 2006 2:41 pm    Post subject: [quote]

Josiah Tobin wrote:
I dunno if it's just my monitor, but I really can't see what's going on in that first picture. Waaaay too dark. I can see some blue, some red, and a little white bit, can't make anything else out.


Hm. Sorry about that. And I even bumped up the curves on that shot in Photoshop before posting it to try to avoid just that problem. Try this shot. You are probably on a PC, right? I'm developing this on a Mac, and PC's typically have lower gamma settings for their monitors, making things darker.

Thanks for saying something. This tells me that I'm going to have to provide a brightness setting for the game...
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Tue Mar 14, 2006 2:55 pm    Post subject: [quote]

Ahh yes, that's much better. Looks great, too. :) I love the cel shaded/cartoony feel, the cave looks especially great with it.
And yeah, brightness settings would definately be good... Almost mandatory for some games, I mean, I can't imagine the Thief series not having that. :p
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