WIP Animals

Nym Traveel

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The thing of being too round is probably caused by the renderer on p3d and/or blender (the )linked images. Normally you want things to look roundish (does that word exist? :) ) and so the renderers get a dynamic smoothing going on (in C4d it's called the phong-tag, don't know the exact name on the other packages atm). If you set wireframes on on p3d you'll see the exact faces and how this will look without smoothening ingame.
 

Immortius

Lead Software Architect
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Don't know about p3d, but in blender it isn't just a rendering issue - when you mesh looks like that, the vertices are shared by the polygons and have a single normal. To get exact faces without smoothing in-game you need to unsmooth the mesh - this splits the vertices so they have a different normal for each polygon. The quick way to do it is to set Shading to flat. But I believe you can do it on a case-by-case basis as well.

We could do this as part of the Terasology mesh importer, but I like leaving it in the control of artists.
 

basilix

Member
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Art
I used 3dsmax to make those models and i used "smooth" modifier on them for some of faces. I made the same cat in the blender this time, first time using so dont know if there is any setting for smoothness but when i put that one to p3d it become all smooth :)http://p3d.in/E4Dw0
It look like the attached file in the blender...
 

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Immortius

Lead Software Architect
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Looks fine in Blender (assuming you don't want smoothing. I guess the other question is whether you are exporting the normals.
 

Cervator

Org Co-Founder & Project Lead
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Aha, I did think they looked oddly smooth.
 

Double_A

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Art
I modeled a chicken: http://p3d.in/OpQg7
What do you think?

@Devs: It has over 200 Polygons... Do you think this could be a problem with a chicken model? E.g. If there will be henhouses where many of this model will be thogheter...


basilix
The ears could be a bit wider and more to the sides... Because they almost look like horns :)
 

Cervator

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I'm still not an artist, so don't take me too seriously - but I think that Chicken would be a worthy fit for Skyrim! I don't know if that's a good or a bad thing for fitting into Terasology :D

Edit: basilix + Double_A - make an intro post over in the Contributor Intro forum so I can badge you as artist contributors - and everybody post your Blender files somewhere if you can, if they aren't magically contained on that fancy hosting site :)
 

basilix

Member
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Art
Soo seeing how you guys have pony avatars, i wanted to make a pony. But a normal pony would be boring so i wanted it to be zombie pony :D Well the thing is it wont be a zombie unless someone makes a texture :D
BTW i put em on the github and sended a pull request, if you think it would be messy with sending too many commits i can upload them to dropbox...
https://github.com/MovingBlocks/Terasology/pull/332
 

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Cervator

Org Co-Founder & Project Lead
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glasz - needs a cutie wound :rofl:

Edit: basilix - I grabbed your pull request so your two models are on GitHub now - thanks a lot, and perfectly put together. Now we just need somebody around here to put them to use in the game!
 

basilix

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Art
What kind of animations needed btw?
  • Walk
  • Still_1
  • Still_2
  • Sleep(tamable maybe?)
  • death
Or do we only need run and one still?
 

glasz

Active Member
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Art
run, idle (long and varied) and jump considering the cubic nature of the landscape. For the rest it will depend on what game mechanics are implemented i suppose...
 

Skaldarnar

Development Lead
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I like that kiwi :)
To keep some structure in the forums, it would be fine if you could post a link in here, too. Maybe it would be a nice idea to edit the post there to keep track of changes done to model. But that's just a suggestion from me, what's your opinion on that, glasz?
 

glasz

Active Member
Contributor
Art
Well 2 posibilities, either a commit on github, or a download link on that other thread, even when its a WIP. You never know when you gonna get kidnaped by aliens, and it would be a shame to loose all that good art.
 
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