Aller au contenu

Photo

Enlightened Self Interest


  • Veuillez vous connecter pour répondre
74 réponses à ce sujet

#26
henesua

henesua
  • Members
  • 3 864 messages
I appreciate the praise and offers to help get this in game.

I am also sorry that I have been slacking. This should be done by now, but I got real life to manage too. AND more importantly the model was really screwed up. I forgot that often you need to run utilities on models built in SketchUp. I didn't notice this until I started UV mapping. Edges weren't mapping properly. Turns out a ton of verts weren't welded. So I ran an optimizer and then decided to step back from triangles to quads. I kinda like this model so it is better to store it in quads in case I ever want to use it again for something else.

Anyhow after cleaning up the model I did another render with Phong shading, and this time it looks much more smooth. Not sure how NWN does smoothing and suspect the model will look more faceted in game. This is the last render I'll do prior to texture painting (if the family will allow me the time):
Posted Image

-edit-
I forgot to mention that the final count on triangles is 1741. I ran a count on a triangulated model so this is accurate. Higher than we wanted but beats the hell out of 5000. :)

Modifié par henesua, 07 avril 2013 - 09:29 .


#27
PLUSH HYENA of DOOM

PLUSH HYENA of DOOM
  • Members
  • 776 messages
I am, naturally, bouncing pointlessly from paw to paw in eagerness to get hold of a NWN-ready Dalek and retexture it repeatedly for tons of colour versions plus to get at the model itself and make assorted Assault Daleks etc, but please, feel completely free to take time. I'm indebted to you for doing it at all, I'm hardly going to start cracking a whip!
Besides, I still haven't reached the first Dalek story in my Module series anyway.

#28
Michael DarkAngel

Michael DarkAngel
  • Members
  • 369 messages
And I've made it to the first completed model ripped from Dr. Who - The Adventure Games.

Posted Image

By no means a competition/race with henesua as what we have here a completely two different versions (an original, as done by henesua, and a next gen, as done by Sumo Interactive).

Give henesua all the credit, if it wasn't for his work, I wouldn't have been sparked to continue work on a project I started almost 5 months ago.

More to come

Posted Image
  MDA

#29
Tarot Redhand

Tarot Redhand
  • Members
  • 2 679 messages
@Michael DarkAngel - wow! I hadn't realised that the lights (the cylinders on top of the dome) had also altered over time until I saw your model. From what I can see by searching google images, that is quite a rare (but not unknown) base (the big lump at the bottom coloured charcoal) shape. Oh, seeing as henesua is keeping a running tally, what is your poly count for that model?

TR

#30
henesua

henesua
  • Members
  • 3 864 messages
Nice rip, MDA.

That takes the pressure off me. Kids kept me too busy to get to texture painting. I think the Dalek I am working on will take me another week since I am out of free time.

Also can you share those ripped textures. I'd like to take a look at them.

Modifié par henesua, 08 avril 2013 - 04:44 .


#31
henesua

henesua
  • Members
  • 3 864 messages
Speaking of voiceset work for the Dalek.

#32
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
never knew you are this good in modeling hen... very good!

#33
Tarot Redhand

Tarot Redhand
  • Members
  • 2 679 messages
@henesua, or you could try one of many free ring mod progs and plug-ins for example Dalek Ring Modulator (note link should download the zip archive), a plug-in for audacity.

TR

#34
Michael DarkAngel

Michael DarkAngel
  • Members
  • 369 messages

Tarot Redhand wrote...

From what I can see by
searching google images, that is quite a rare (but not unknown) base
(the big lump at the bottom coloured charcoal) shape.


Not really rare, the New Paradigm, first seen in Series 5 episode Victory of the Daleks.

Tarot Redhand wrote...

Oh, seeing as
henesua is keeping a running tally, what is your poly count for that
model?


That particular model after the first round of optimization... 8540 polys.  Yes very heavy, but that's what you get when dealing with newer games.

henesua wrote...

Nice rip, MDA.

That takes the pressure off me. Kids kept me too busy to get to texture painting. I think the Dalek I am working on will take me another week since I am out of free time.

Also can you share those ripped textures. I'd like to take a look at them.


All the main textures for the Dalek models are available from my newly created project page.  I believe I set everything up properly so feel free to grab it.

Posted Image
  MDA

Modifié par Michael DarkAngel, 08 avril 2013 - 06:51 .


#35
henesua

henesua
  • Members
  • 3 864 messages
Thanks, MDA. I know that those are just white and black with some aging, but I wanted to see how they set up their work.

For the Dalek I've been working on, I'll be painting on the model rather than tiling small materials. This allows me to use one texture for the whole model, and to add details like aging or dirt if I did my UV mapping well. (I probably didn't as it has been a very long time. :) )

My assumption is that less draw calls will make for a more efficient model. Please let me know fi this is not important in NWN. It has appeared to be the primary cause of lag in games I have made in Unity.

#36
PLUSH HYENA of DOOM

PLUSH HYENA of DOOM
  • Members
  • 776 messages
H - One texture would be preferable as, if for no other reason, it'll mean a lot less textures floating about when I do all the assorted colour versions, variants, etc.
(PS:- A week's fine; please don't feel pressured just because I'm foaming at the mouth whilst waiting, 'cause the foam's semi-permanent anyway).

#37
henesua

henesua
  • Members
  • 3 864 messages
The pressure is of my own making.

I am eager to get back to my Painted Desert project and getting the Pentapi and the Cactus monsters into it. I need to write AI and pathfinding for those critters.

Painted Desert
Pentapus

#38
henesua

henesua
  • Members
  • 3 864 messages
I made some progress with the texture but I am not happy with it yet. More work is needed at the least to add details. I have yet to do any hand painting. This was an experiment with burning procedural textures to a single file.

Here's the texture so far:
Posted Image

And some shots of how it looks rendered in Cheetah3D:
Posted Image

Posted Image

#39
PLUSH HYENA of DOOM

PLUSH HYENA of DOOM
  • Members
  • 776 messages
Looking very, very, very, very, bloody damn good indeed!
I am now foaming yet even more copiously with desire to get my paws on this.

One small thing I'll mention, even though you haven't finished and may well be intending to implement it anyway, but just in case - The "shoulder" section should have a series of elongate, rectangular slats on it, all the way round, shorter (for obvious reasons) over the gun and arm. The Red Dalek probably shows them best. These are physical features seperate from the main casing but will look fine just added in the texture. Looking at the texture map, I'm assuming/hoping the big "blank" area at the top covers the shoulder section. If so, simplicity itself to slap a chain of slats on it (with or without the underlying upper band and thin metal mesh).
Posted Image
I append a couple of shots of a few of the Daleks in my collection here to illustrate what I'm dribbling on about though I'm quite sure there are more than enough images of Daleks lurking about the internet to give you the idea, these are just so's you've got something to look at here and now whilst I drone on... Incidentally, the Blue and Gold Dalek shows a variant shoulder section with no slats or mesh, just the upper band. (Just in case you find slats difficult, unworkable, for any reason, just in case my suspicions about the texture map are wrong). Whatever, I think the shoulder section of any Dalek needs SOME detail of some sort on it, otherwise it's a bit of a large expanse of nothing. Aside from this quibble, Henesua, this is already looking AMMAYYYYYYYYZZING! (Please don't feel you HAVE to put a ton of time in on the texture since, as I've said, I have to do a fair few colour versions and variants so all I really need is a clear map so's I know what's where - but, I appreciate you will want to deliver a complete and polished work of art... We're not perfectionists, we just like to get things right.
You're making a shabby Hyena type extremely happy here.
Posted Image
PHoD

Modifié par PLUSH HYENA of DOOM, 11 avril 2013 - 09:55 .


#40
henesua

henesua
  • Members
  • 3 864 messages
Is that your stuff in the top photo? (The skeletal hyena model is eerily suggestive on its own, but you seem to claim these things as your own creation. Nice work, if so.)

Regarding slats:
that is one of the details I need to add. I agree that the best way to do this is texture only. Since I've had a difficult time drawing precise rectangles on the model, I plan on burning them on the texture as shadows. I'll do that in the next few days.

You are generally correct in your assessment of how the texture is set up. The very top is the "skirt". Then just below that are the "shoulders". At the very bottom is the "foot". And just above that the "belt". Perhaps I'll attach an annotated map to help people out.

Most importantly:
I've been wondering how to implement the lights on the head. I am not using NWMax/Gmax etc... to do this. So I won't be able to implement an animated light in the way that NWN prefers. I can make this work in Unity3D, but how this happens in NWN I dunno.

My plan is to create the lights as a separate mesh and texture and let someone else figure it out. They would need to implement the animated lights on the head.

Rigging:
I may rely on someone else to do the rigging and animation.
If I am to do the rigging and a few key frame animations, I'll need someone to let me know if there are special conventions for setting up the rig. Do I need to use specific names for any of the nodes? And by nodes I mean nodes in the rig.

Another question: are all of the nodes on the rig? So if I want to add monster nodes at the eye stalk and the gun, a scripter could set up special Dalek rays etc... right? Or what? How do those nodes work?

I'd also like to rig it properly for VFX if I am to do the rigging.

So... to wrap up: rigging. I can do it if someone guides me to naming the nodes correctly. Alternatively someone else could take full responsibility for it.

Modifié par henesua, 11 avril 2013 - 04:04 .


#41
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<peeking in...>

The nodes needed for VFX are impact, head, headconjure, handconjure and the 10 monster nodes (see OTR's tutorial for better explanation of monster nodes, as I don't think anyone has done anything with them yet).

Edit: And yes, they have to be part of the rig

<...but refusing to be responsible>

Modifié par Rolo Kipp, 11 avril 2013 - 05:28 .


#42
MerricksDad

MerricksDad
  • Members
  • 1 608 messages
Suggestion on the lights: seems like dalek lights only come on when they are talking. So if talking=true then lights come on. Not the best thing we can make NWN do. Instead, maybe think about making a stand-alone vfx of colored lights that can be applied to daleks of a certain height. Use multiple fires of a very short animation to deliver the talking lights on demand. I know you aren't using nwmax, so maybe somebody else could do that much easier later.

#43
henesua

henesua
  • Members
  • 3 864 messages
I don't see an issue with linking the various talking animations with the lights. You can turn these animations on or off for each conversation node.

However if someone wants to do VFX for the dalek more power to them. I think that would be great.

#44
PLUSH HYENA of DOOM

PLUSH HYENA of DOOM
  • Members
  • 776 messages
The rigging and creating of custom animations is somewhat outside my field... It would be easy enough to just stick a couple of emitters on the dome in the right places, set them to be fairly mild, not too bright, and just leave them as attachments to the dome that move with it, permanent fashion. That's by far the quickest, simplest option and certainly the least likely to throw up any unexpected glitches, so maybe even the best option given game engine constraints - I can't help but wonder what the effect would be in-game if ten or twenty Daleks all start firing emitter on-off script calls en masse... or am I worrying unduly about that?

But if someone wants to sync them to audio, I guess it's possible, though so far as I know there isn's a precedent for tying Creature animations to its voiceset in NWN1. (Just a thought, but if the dome lights are done as VFX that only trigger when the Dalek shrieks "exterminate", won't it become a bit obvious that there's nothing there the rest of the time?

Remaining excited, the shabby Hyena thing crawls away to apply more loathsome epoxy resin to his Alien-Predator hybrid only to find that it has probably set rock solid the instant he turned his back on it...

Modifié par PLUSH HYENA of DOOM, 12 avril 2013 - 07:10 .


#45
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
i dont know who mr. Who is and I´m asking myself since the start of this thread what is this thing? A laser shooting robot fiend that thinks it is a mad dentist from the old school scifi time 1960?

IT definately looks old school and weird:alien:

Modifié par NWN_baba yaga, 12 avril 2013 - 06:35 .


#46
Tarot Redhand

Tarot Redhand
  • Members
  • 2 679 messages
@NWN_baba yaga for a quick heads up here is the Dr. Who wikipedia page, the BBC Dr. Who page and the wikipedia entry for Dalek. Together these should bring you up to speed on the british tv show that started in November 1963 (ie it's the 50th anniversary this year) and  has been exported all over the world. I am a little surprised you know nothing of it as it is considered by many to be on a par (if not surpassing) with star trek in the history of tv science fiction. (of course you could just be teasing)

TR

Modifié par Tarot Redhand, 12 avril 2013 - 08:02 .


#47
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
no really i dont know dr. who. Maybe the series didnt aired here in germany or i was just to young. The name Dr. Who is not unknown to me but no association i have with anything. But thanks for the links;)

#48
Asymmetric

Asymmetric
  • Members
  • 165 messages
Well, I never heard of Dr. Who myself, at least not until the new series started. Never watched it though and it seems to be rather unknown here in germany.

Nice model though :)

Modifié par Asymmetric, 12 avril 2013 - 08:19 .


#49
Zwerkules

Zwerkules
  • Members
  • 1 321 messages
I do know Dr. Who, but not the doctors before Tom Baker because those were never on TV in Germany. Because of this the first time I heard from Dr. Who was in a book. The Doctor Who novels by Terrence Dicks have been translated to German before there ever were any episodes of Dr. Who on TV.
BTW, Tegan is super annoying :P

Modifié par Zwerkules, 12 avril 2013 - 09:40 .


#50
PLUSH HYENA of DOOM

PLUSH HYENA of DOOM
  • Members
  • 776 messages
This is, of course, going UTTERLY off the point, but I like Tegan. It was Jo Grant and Adric who were "super annoying".