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 Graphics Team

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NickTheNick
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PostSubject: Re: Graphics Team   Tue Nov 19, 2013 2:30 pm

Thriving Cheese wrote:
Tritium wrote:
Ok i need some info on this 100 polys refers to number of triangles or quad faces? Look at this ball
NickTheNick wrote:
That is true, that is a very low count, however that is what cheese said and I'm pretty sure polys are counted as triangles.
Ops, I've must have missed a '0' at the end there, a more resonable Tris amount for the organells of the microbe stage would propably be ~1000 depending on how big quantities of organells on the screen at the same time that we'll have. This estimation is mostly based on tf2, where the maximum amount of polygons for most hats are ~1000, and for most weapons the maximum's ~6500 polygons, and from how I've understood it we'll have some couple of organells in en each cell/microbe and maybe something around 10 - 25 microbes at screen at the same time, but not all the organells won't be equally  big so the optimal polygon count will be different depending of the average size of the organell in-game. Altough I don't know if our engine's faster or slower than tf2's version of the source engine, wich ain't the most modern of engines from what I know.
     Polygons includes bothe Quads and Tris/Triangles, but most game engines only uses triangles/tris in-game (most of them automativcly converts the Quads to Tris/triangles) and thus what really matters for game engines are the tris amount.
NickTheNick wrote:
Does this mean very simple models for the opening builds?
So maybe we'll have to start with simpler models in the begging to test how much our engine can take at a time.
Thanks for clearing that up. I updated the OP.

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Ymedron
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PostSubject: Re: Graphics Team   Tue Nov 19, 2013 9:30 pm

I guess I will also elect to join the art team.
Drew some concepts on the concept-art thread, but I'll wait for news about what needs to be done.
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Aiosian_Doctor_Xenox
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PostSubject: Re: Graphics Team   Wed Nov 20, 2013 1:00 am

Ymedron wrote:
I guess I will also elect to join the art team.
Drew some concepts on the concept-art thread, but I'll wait for news about what needs to be done.
I'll probably do the same, as soon as my new software gets done installing...

This ruddy thing's been installing since this morning...
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tjblazer85
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PostSubject: Re: Graphics Team   Wed Nov 20, 2013 10:23 am

Do we have to discuss a model first or can we just post a model right away and then discuss it?
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NickTheNick
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PostSubject: Re: Graphics Team   Wed Nov 20, 2013 7:10 pm

Please read the OP. You're supposed to do that before posting.

NickTheNick wrote:
Please make sure to first offer to do any tasks before doing them, so that artists don't go ahead creating assets that aren't necessary. Also make sure what you offer to do has been confirmed as being necessary.

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PostSubject: Re: Graphics Team   Thu Nov 21, 2013 5:01 am

I'll try and make a few textures for rocks.
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Thriving Cheese
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PostSubject: Re: Graphics Team   Thu Nov 21, 2013 9:37 am

If it's Ok for everyone else, it'll be easier to use GitHubs Issue system to manage art assets; 
Nimbal wrote:

  1. Someone identifies an asset that is required, say, a 3D model for an organelle.
  2. They create a new issue at GitHub that describes how the model should look, animations it should have, and so on.
  3. Modellers in search for something to do check the issue list. I've added labels for "programming", "modelling" and "sound" to help the respective contributors find suitable tasks.
  4. If a modeller is interested in the issue, they leave a short comment indicating that they started working on it. All contributors should check the comments for an issue to make sure that nobody else is working on it already.
  5. A repository maintainer can assign the issue to the modeller. This helps in identifying orphan issues in the issue list, as assigned issues show up with the icon of their assignee.
  6. The comment section for the issue can also be used for discussing the task, asking for clarification, etc.
  7. Once the asset is done and uploaded into the asset repository, the issue can be closed.
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Aiosian_Doctor_Xenox
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PostSubject: Re: Graphics Team   Thu Nov 21, 2013 10:38 am

Sounds like an Idea, Cheese. .3.

I'll go resurrect my GitHub account... >.>
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tjblazer85
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PostSubject: Re: Graphics Team   Sun Nov 24, 2013 3:47 am

I have finished making some textures for rocks.

Rock Textures:
 

I'm going to make a Github Issue for this.

EDIT: I just made a Github and how do I give it a label?

Download Link:
 
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Nimbal
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PostSubject: Re: Graphics Team   Sun Nov 24, 2013 8:58 am

tjblazer85 wrote:

I have finished making some textures for rocks.
Thanks for taking the time to make these. However, I'm not sure what to do with them. There's no immediate need for rock textures, not even an appropriate model to put them on. That's why I'll close the GitHub issue you opened for now.
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PostSubject: Re: Graphics Team   Sun Nov 24, 2013 10:57 am

Well, what if we used shrunken versions of them on any sand grains or mineral bits floating about in the pools? Or even as texture for the bottom of a rocky pool, that is, if you can see it(The Bottom).

I'm currently working on figuring out some textures myself. I have some simple cloth textures for later use, and am currently trying to figure out some other, more currently useful textures.

Edit: I've got three more cloth textures, but I made these in grayscale, and each gets into a finer and finer weave;
Grayscale Cloth:
 

If you want me to go to a finer weave, then I can do that.
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PostSubject: Re: Graphics Team   Mon Nov 25, 2013 7:44 am

Is there any art asset immediately needed for the microbe stage?
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crovea
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PostSubject: Re: Graphics Team   Mon Nov 25, 2013 5:31 pm

Perhaps one or more organelle textures could be useful, but other than that there's nothing that we really need asap.
Main menu stuff (which is being worked on) and microbe editor will probably be some of the next things we'll be working on which will require art assets, but as to what already exists i don't know.
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Nimbal
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PostSubject: Re: Graphics Team   Mon Nov 25, 2013 5:42 pm

tjblazer85 wrote:

Is there any art asset immediately needed for the microbe stage?
There's currently only one art asset issue open, which you already found.

crovea wrote:

Perhaps one or more organelle textures could be useful
Note that textures won't do much good without an appropriate model to map them onto. And before organelles can be modelled and textured (without it going to waste), someone should sit down and hash out their basic shapes in the hexgrid.

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NickTheNick
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PostSubject: Re: Graphics Team   Wed Nov 27, 2013 2:55 am

http://thrivegame.canadaboard.net/t1036p135-microbe-models-images-textures

This page of this thread contains ~scio's diagram of the shapes of the different organelles. They don't need to exactly fit onto those borders, and in fact it would be better if they didn't, but they need to stay inside that space. However, I've never heard of the agent extractor organelle before.

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EVanimations
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PostSubject: Re: Graphics Team   Mon Dec 30, 2013 11:30 pm

Just reminding y'all this thread exists.

Anything else on the agenda?
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Aiosian_Doctor_Xenox
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PostSubject: Re: Graphics Team   Tue Dec 31, 2013 2:17 pm

NickTheNick wrote:
http://thrivegame.canadaboard.net/t1036p135-microbe-models-images-textures

This page of this thread contains ~scio's diagram of the shapes of the different organelles. They don't need to exactly fit onto those borders, and in fact it would be better if they didn't, but they need to stay inside that space. However, I've never heard of the agent extractor organelle before.

It says 'excretor'. .3.


I might be able to rig up some basic bits and bobs, eventually.

Still working on a mock-up of the 'Disturbance' for those folks in the outreach team.

Just have to add the hind feet and make some tiny tweaks, and it should be ready to be passed on to someone for the finer detailing.
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PostSubject: Re: Graphics Team   Wed Jan 01, 2014 7:43 pm

EVanimations wrote:
Just reminding y'all this thread exists.

Anything else on the agenda?

We are making models for compounds on this issue at Thrive's Github

P.S. I noticed that my name isn't in the list of artist, I was in the list in the last thread.
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NickTheNick
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PostSubject: Re: Graphics Team   Thu Jan 02, 2014 5:50 am

Right, I'll fix that. With so many lists, it's easy to lose track.

Speaking of which, I have far more free time nowadays, so i can try to help out with organizing any art development at the moment. Are there any assets we need for the next release that the artists can work on?

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PostSubject: Light spots   Fri Jan 03, 2014 10:48 am

I have a rather coomplicated (to implement) idea for the light spots.
Everybody knows about those light reflections of sunlight in tropical water-bodies.
If possible, could we use something like that in the final version?
Would look awesome.
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MirrorMonkey2
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PostSubject: Re: Graphics Team   Fri Jan 03, 2014 12:16 pm

Do you mean something like this?
Spoiler:
 
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~sciocont
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PostSubject: Re: Graphics Team   Fri Jan 03, 2014 1:52 pm

MirrorMonkey2 wrote:
Do you mean something like this?
Spoiler:
 
This is what I envisioned down the line as well.

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PostSubject: Re: Graphics Team   Fri Jan 03, 2014 2:38 pm

That could be difficult, but it has been done before, like in the Endless Ocean games.

Underwater stuff from what i've seen isn't as hard as some of the other stuff, like procedural evolution, or the kinds of interactions a creature may run into on the surface, like tree climbing, or similar.
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Tarpy
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PostSubject: Re: Graphics Team   Fri Jan 03, 2014 2:46 pm

Those are called caustics. Implementing them as a static texture underwater overlaying the bottom of the body of water would probably be relatively simple. Making them dynamic probably wouldn't.
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PostSubject: .   Fri Jan 03, 2014 4:03 pm

I already thought it would be impractical, just came into my mind.
I imagined them as set animations of 10 seconds.
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