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ewu_swarrington

Academic Team
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Everything posted by ewu_swarrington

  1. I added some spacing, hope its enough. Also I increased the apple textures saturation and added a specular gradation, also lowered all of the trunk poly's below 50. Edit: Looks like I textured one of the trunks with the wrong texture....Ill fix it now
  2. Thanks, for the help I updated the files and I think I'm about done. I've attached an screen shot image of the contents on my work file "Apple_Tree.max" for everyone to look at and give me feed back. A few issues I need comments on are: -The apple map looks a bit too dark in my viewports, I don't know if they need adjusted. Is the correlation different between view port and in game render? -I can delete some faces on the bottom of the apples to lower poly count, it wont conflict with anything will it? (task required I make low poly spheres, I'd be deviating from a sphere object) -Trunk poly counts are higher then the task required 50, but all of the trees are below the 250 poly limit. I can adjust the trunks some more but I'm afraid of losing detail. Thanks.
  3. I wish they would just leave it one way or the other, more so because the "savings" part of it seems to be a bust: http://online.wsj.com/public/article/SB120...ff_main_tff_top My blackjack phone still wont update to current time
  4. Well I made that second .dds map for the blooming texture and I know I wasn't trying to be tricky . The artifacts I have circled , I don't think should be there. I'm thinking I exported my .dds wrong...not at all impossible since this is the first time dealing with .dds's. But if your right about how they wont be shown in the game, then I guess I don't need to worry about it. And about the apples, I have some guidelines to follow for them, as I have
  5. Files Added: Apple_Tree.max branchtexref - detailed - bloom.dds Need to fix my texture for the blooming trees. See screen shot for the issue, something to do with opacity? Anyone have any ideas? Also feedback on the early stuff would be useful. Can I have clarification on : "Include your apple and tree trunk texture with the branch." So I'm making a new texture with all of the images on one decal sheet?
  6. I feel ashamed for putting that video up last night its soo stupid, its funny (better take it down before any possible future employers see it...)
  7. Updated files, I think I'm done. Fixed 'da funk in the idle animation. Lets see how the transparent mapping goes. I wanted to know If i can change my project to a crazy awesome dance video with deer... Something along the lines of... http://www.youtube.com/watch?v=o7J0BXnaA-s
  8. Is that the "ok" on the animations? If so I'll complete the files.
  9. Fixed the odd dip in the running animation, and I used planted keys to add a bit of a rocking movement to the idle animation. I also have the feet moving into the body while walking. I know my project requires the animation on both a deer with antlers and a deer without, so I will update each file as needed after I get the final ok on the animation. Sorry I didn't get out to eastern earlier then when I made it, I work out at sfcc library on Saturdays.
  10. Thanks, I updated the files. I think I might have too much back movement in the walking animation, but I'll wait for feedback about it.
  11. I added geometry along the leg's Tweaked the other animations for better hove movement, and fixed up the walking animation. Good luck with the in-laws, and I'll talk to you on Monday.
  12. I made the requested updates. There's not much geometry's on the hooves so rotating the hooves would distort the legs. Regardless I tried to rotate enough to add some variation. I'm thinking they aren't quite there yet, and I've yet to work on the walking animation. I did however get some CS videos and will watch them this weekend. I can use some feedback over of all of the updated animations, excluding the walking animation. Also I was thinking of condensing the animations into one file with the models, like the reference file is composed. I don't know if this is how its preferred, but then its less files to go through. I'm also a bit curious on how animations are imported into the game, are the bone/biped systems just imported and then re-rigged?
  13. That reference file was a lot of help. I updated the walking, idle and death animations. I'll rework the Running and Attacking animations in [insert a reasonable, undetermined amount of time here]
  14. I updated the Walk folder, guess I forgot to add the animations. Thanks for the info, I'll try to work on it more tonight.
  15. The roman faction? How was the Roman Empire cut in half? -With a pair of Caesars! (I feel sad I posted that....)
  16. Then why did you link to the screen shots up above? I guess I need further explanation for what a "showcase" is. Edit: Eah, nevermind I just went to the front page and looked. My 0ad shortcut goes directly to the forums Do a showcase on some of the plant life?
  17. I see an abundance of game play shots, I’d like to see some interface shots if its available.
  18. I'll be happy to help find some ref's, can you specify what animations need reworked? Then I can help in the hunt.
  19. - straitened the legs some on the walking animation. - reanimated the running animations. - removed the odd head jerk on the death animation. - made a few minor tweaks to the attacking animation. I'm going to wait to see if I need to split the idle animation before I do anything else to it.
  20. The deer model that was suppled doesn't have a long enough neck to reach down without some bending from the front legs. I will minimize the bend amount as much as possible.
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