Ruleset Modeling Language - Discussions
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Author Topic: Epoch Art  (Read 1871 times)
Cayle
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« Reply #15 on: September 18, 2007, 10:41:10 PM »

I should probably add that I'm working on rounding up sponsors for prizes for the contests for the concept art.  Clothing won't be such a big deal. I've been lurking around the modder forums for stuff like SIMS, Oblivion, etc.  Most of those folks are more than willing to chip in for clothes and a lot of objects.  Anything that won't be part of combat or game play should be ok. 

Blender does a fantastic job with cloth by the way. 

http://youtube.com/watch?v=oO4129sA8Ks

Now the problem is creatures, people, and weapons.  Since physics is a big part of this, I'm thinking that we need to be pretty careful.  I really need to know how physics is going to affect the art before we get started. 

I'ts not hard from an artist perspective.  In short, they just need to build things in parts instead of monolithic objects.  The parts are intended for assembly and disassembly, so things are built in seperate parts and connected at dummy nodes (called mount nodes in some engines).  Rather than building a single sword model, you would build four models: pommel, handle, hilt and blade.  The pommel would have at least one mount node, the handle and hilt two and the blade one.  If you want to be able to impale someone with a blade, the artist may want to add a couple of mount points along its length.

Different engines have different naming conventions for the mount points.  Torque is limited to 32 mount point names and uses mount0 through mount 31.  For Multiverse, the dummies must be named mvsock_XXXX; whatever you want with a leading mvsock_ namespace.  IIRC, D3D allows freeform dummy node names. 

I'll cook up a naming schema later this week.  It will probably follow the Torque convention since that is the most restrictive.  It would not be too hard to write a conversions script for the others.
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SIR_Taco
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« Reply #16 on: October 05, 2007, 05:56:10 PM »

      Yes Blender's fluid and cloth (soft-body) simulation engine is pretty advanced, maybe not exactly production grade but really darn close and being free that says a lot. Unfortunately the amount of time and over-head to create an effect like that is so far out of a ballpark for a game engine (hours of rendering time for that scene).

    Creatures, characters, and objects I've been working on slow but sure. I don't have as much time as I normally do because of work but fit it in when I can. The fact that they are not needed at a neck-break speed helps Wink . I've started working on the "Basic Character Model" and then a feminine derivative of that, so we actually have something to work with.

    And yes I have been MIA for a while. I managed to get a place much closer to work (an hour of my commute now). Had everything sorted out, so I thought. Seems there is no easily come-by high speed internet out this way, so I went on a waiting list, and now finally I'm back

That's my story and I'm sticking to it Wink
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KrYoS
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« Reply #17 on: October 05, 2007, 06:40:08 PM »

Taco, what's up man? Finally, another artsy dartsy typsy wipsy person around. Whew, was beginning to think my procrastinating self was left to do it all. Welcome back by the way man.
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Cayle
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« Reply #18 on: October 05, 2007, 10:14:27 PM »

Whoo-hoo!

I was starting to thing that the world was going to have to be graced with my horrid excuses for 3D art  Cheesy
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KrYoS
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« Reply #19 on: October 06, 2007, 09:18:58 AM »

That wouldn't have happened Cayle... I'd have stopped procrastinating to save the world from such a dilemma.
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SIR_Taco
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« Reply #20 on: October 06, 2007, 06:59:48 PM »

Thanks guys, always feels good to have a warm welcome  Cheesy
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KrYoS
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« Reply #21 on: October 07, 2007, 10:30:45 AM »

You'll always have a warm welcome Taco. Otherwise you wouldn't be here now would you?
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SIR_Taco
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« Reply #22 on: October 08, 2007, 07:29:47 AM »

I suppose not haha

But I am pretty damn stubborn Wink
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D_Order
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« Reply #23 on: October 08, 2007, 07:45:15 AM »

Stuborn is good when it comes to this project. Smiley
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