From: Josh B. <br...@vr...> - 2002-11-01 14:36:22
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Andres, I'd like to bang out the last remaining models with you, and work on animation stuff as well. Is there sometime (basically any time works for me) that you and I could sit down for like 4 hours and just work together on completing the models? Joshy On Wed, 30 Oct 2002, Josh Brown wrote: > > > On Wed, 30 Oct 2002 and...@mc... wrote: > > > the turret should be a chaingun turret, isn't it? I > > think it'd look weird shooting rockets... dunno. I can > > make you a rocket no prob. > > The turret is a chain gun. I didn't really mean rockets per say, what I > really was thinking was bullets that were about twice or three time as big > as the current bullets. The problem that we have right now is that you > can't tell you're being hit very easily (since we don't have the camera > shake - which would be a cool feature - and there is no sound associated > with the player getting hit by a bullet yet). So the first logical step > is to increase the bullet size so it is easier to see hitting you. Then > we'll add in teh sound and camera shake and extra stuff later if there's > time. > > > > > The guy: > > > > I started making a guy, but it's a bitch. He's also > > The guy is a bitch or making him is a bitch? :) > > > gonna be kind of high poly I'm affraid, I'll see if I > > high poly = bad. I came up with 1580 polygons like this: > > head = 200 polys > torso = 180 polys > each hand = 18 polys per finger + 32 for the hand = 122 * 2 hand = 244 > forearm = 90 polys * 2 = 180 > upper arm = 90 polys * 2 = 180 > upper leg = 90 poly * 2 = 180 > lower leg = 90 poly * 2 = 180 > foot = 118 poly *2 = 236 > > all this adds up to 1580. We can probably cut corners in the game to not > display so much so that if the best you can do is like 1800 or 2000 then > that is what we'll have to. But really try for that 1580 mark. > > > > can keep to your constraints. How do you want him > > broken up exactly? like pivots of each part at the > > origin? How do you want the hands? do you want them in a > > gun holding position, or should I break up the upper and > > the forearm so that you can position it all correctly? > > So I just reviewed some info on keyframing and animation and specifically > animations with 3ds. Do you know how to do a skeletal animation in 3ds? > If you do, or if you want to learn how to do it (it is actually pretty > easy to learn if you alredy know max, from what i hear anyway) then this > would be a snap. > > Let me know if you know how to do the skeletal stuff and if not then we'll > explore other options. > > Josh > > > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by: Influence the future > > of Java(TM) technology. Join the Java Community > > Process(SM) (JCP(SM)) program now. > > http://ads.sourceforge.net/cgi-bin/redirect.pl?sunm0004en > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: Influence the future > of Java(TM) technology. Join the Java Community > Process(SM) (JCP(SM)) program now. > http://ads.sourceforge.net/cgi-bin/redirect.pl?sunm0004en > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |