The game progress
a-sennov
Posts: 331
Hi,
Today I've experimented with some game engines and finally all went surprisingly well. I expected more weirdness but here is screenshot of Tesseract engine with new player model (other guys are their default player models). There are still issues with transparencies as I need to change the converter to be more smart when splitting/merging meshes based on surface properties and ponytail didn't come through (I have to try to just add needed bones and weights using Studio Content tools).
Next step is to produce the base set of animations so the char could do something.
initial_export.jpg
1280 x 720 - 118K
Comments
Cool. I assume it will be a 3d game? What engine did you settle on?
I made some webgl and android games with much lower poly than this.
This is not too highpoly either - player character ~6500 triangles.
Looks good! I'd be interested in seeing how this proceeds.
I'll try to keep this thread updated.
what you mean with new player model ?
for me it Looks like those cheap iclone models
i would like to see it in motion
For motions look no futher.
The model is Loretta Lorez by Predatron + my custom FBM made in Hexagon. And yes, I think the model is too cheap for it's quality :)
As for motion: I have to complete ~30 base animations and export them to engine so she could start to run-jump-crouch. This is in progress, and at least the video will be released after completion of this stage.
Today's update: some of the motion concepts.
Hi,
Updating the project's info - the last week was devoted to quite boring stuff: Git repositories setup, compiler environment, etc. But now I have all common game states (intro, main menu, loading, credits etc.) up and running, rendered in OpenGL in real time, resolution and aspect ratio independent.
These are the intro screen, displayed while initial preloading phase and first attempt of main menu.
PS. and game now has working title
If you are going to use the game engine to create an animated movie, then I will be interested.