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 models and textures project

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Rorsten594
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PostSubject: Re: models and textures project   Fri Oct 12, 2012 6:05 pm

~sciocont wrote:
lbrewer wrote:
roadkillguy wrote:
Depends. How are we rendering these things? Unlike c#, there's no built in libraries to load meshes.

not being familiar with c++ you would have to look that up i guess? 3ds would be good to post here because most modeling programs can import them in, so if we get models flying about from modelers to animators to texturers and so forth we can all access them easily.
Hold your horses. We don't need any pre-made animals or plants, because the point of the game is that they are generated procedurally and evolve (check out the OE current concept, link in my sig. the only things we would need as models would be things like rocks.

i know this is an old post but i have a question your basiclly saying that each organism starts off as a blob than evolve?
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HellKnightDan
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PostSubject: Re: models and textures project   Sat Oct 13, 2012 2:45 am

Rorsten594 wrote:
~sciocont wrote:
lbrewer wrote:
roadkillguy wrote:
Depends. How are we rendering these things? Unlike c#, there's no built in libraries to load meshes.

not being familiar with c++ you would have to look that up i guess? 3ds would be good to post here because most modeling programs can import them in, so if we get models flying about from modelers to animators to texturers and so forth we can all access them easily.
Hold your horses. We don't need any pre-made animals or plants, because the point of the game is that they are generated procedurally and evolve (check out the OE current concept, link in my sig. the only things we would need as models would be things like rocks.

i know this is an old post but i have a question your basiclly saying that each organism starts off as a blob than evolve?
you start being a Prokariote cell, you could dfine it as a blob yes, but has a determined shape.
I think that's explained somewhere...anyway I don't remeber the shapes only cicle and coma like
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~sciocont
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PostSubject: Re: models and textures project   Sat Oct 13, 2012 11:22 am

You start out as a eukaryote cell (there's not much to do as a prokaryote) and will have a random cytoskeletal shape, chosen out of a few different templates.

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HellKnightDan
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PostSubject: Re: models and textures project   Sat Oct 13, 2012 1:42 pm

~sciocont wrote:
You start out as a eukaryote cell (there's not much to do as a prokaryote) and will have a random cytoskeletal shape, chosen out of a few different templates.
I sorry I was fast writting and didn't notice I put the wrong cell type XD
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Rorsten594
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PostSubject: Re: models and textures project   Sat Oct 13, 2012 4:02 pm

~sciocont wrote:
You start out as a eukaryote cell (there's not much to do as a prokaryote) and will have a random cytoskeletal shape, chosen out of a few different templates.

so its not like spore where all you have is this pre arranged blob am i right?
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~sciocont
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PostSubject: Re: models and textures project   Sun Oct 14, 2012 9:38 am

Rorsten594 wrote:
~sciocont wrote:
You start out as a eukaryote cell (there's not much to do as a prokaryote) and will have a random cytoskeletal shape, chosen out of a few different templates.

so its not like spore where all you have is this pre arranged blob am i right?
You can read up on it in the cell stage first build thread

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Theslimy
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PostSubject: Re: models and textures project   Sun Jan 20, 2013 11:04 pm

If I am not too late I would like to post a picture of my desert rock I made in Blender.
Spoiler:
 

I hope it is good!
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NickTheNick
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PostSubject: Re: models and textures project   Mon Jan 21, 2013 12:09 am

That looks very nice! I am not sure, however, whether rocks will be procedurally generated or not. Can someone fill me in?

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Thriving Cheese
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PostSubject: Re: models and textures project   Mon Jan 21, 2013 3:42 am

NickTheNick wrote:
That looks very nice! I am not sure, however, whether rocks will be procedurally generated or not. Can someone fill me in?

Well I pretty much believes we could just make the normal ones (pretty round/not meant to look like something special like a flower or something) be generated the same way as the planets, by giving them layers of random random blured normal/height maps.
but that's just my suggestion.(if were gonna have randomly generated rocks)
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NickTheNick
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PostSubject: Re: models and textures project   Mon Jan 21, 2013 7:13 pm

I think that's it, and scio also once mentioned something about noise maps.

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~sciocont
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PostSubject: Re: models and textures project   Mon Jan 21, 2013 11:24 pm

NickTheNick wrote:
I think that's it, and scio also once mentioned something about noise maps.
We can decorate worlds with a library of premodeled boulders with textures assigned according to their current biome.

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Emd4600



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PostSubject: Re: models and textures project   Sat Oct 26, 2013 6:29 pm

Will be a completely random generated world like Minecraft or default planets like Spore?
I can take some models from Spore if you want.
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EVanimations
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PostSubject: Re: models and textures project   Sat Oct 26, 2013 6:51 pm

Planets are going to be procedurally generated, in addition to being far larger than spore's planets. Something like 316x? Someone correct me if I'm wrong.

The process seems to be pretty complex.
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PostSubject: Re: models and textures project   Sat Oct 26, 2013 7:34 pm

As for the organism generator, the wiki says that sensory organs, teeth, and detail parts are going to be pre-made, just like in Spore. These parts should at least have an extensive amount of modifiers, and I say we better get to conceptualizing and modeling those at least.

For those who didn't see, I drew some concepts for a whole lotta eye parts.

Eye parts:
 
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crovea
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PostSubject: Re: models and textures project   Sun Oct 27, 2013 5:48 am

EVanimations wrote:
For those who didn't see, I drew some concepts for a whole lotta eye parts.

Eye parts:
 
Looks awesome
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Deathtrooper
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PostSubject: Re: models and textures project   Sat Nov 02, 2013 8:45 pm

Hey im new to this thread. I can help create parts for the creatures like teeth, eyes, organs, claws, or other kinds of parts.

I own a program called 3d Coat. Its very useful in making models
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NickTheNick
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PostSubject: Re: models and textures project   Sun Nov 03, 2013 11:57 pm

There are several basic models I'm almost sure we'll need, like a model for a vertebra (a spinal bone), and models for various organs like the lungs, stomach, and brain.

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~sciocont
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PostSubject: Re: models and textures project   Sat Nov 09, 2013 12:17 pm

EVanimations wrote:
Planets are going to be procedurally generated, in addition to being far larger than spore's planets. Something like 316x? Someone correct me if I'm wrong.

The process seems to be pretty complex.
The PPG Takes care of planet generation.

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Falthron
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PostSubject: Re: models and textures project   Thu Nov 14, 2013 12:51 am

Question, I reread this thread and realized that you are claiming all we need is boulders and ambient objects. Don't we need actual parts to go to each of the creatures? I mean, our requirements for the evolution engine is high already, but I feel like that the implication of us only needing to model rocks means that this engine will not only simulate the creatures involved, but also generate its own models of various organs.

I think that's a high demand, and it would be simpler to create at least some of the parts. I heard eyes and hard parts in here, which seems like a good idea. If all we need are rocks then I can make rocks, but it just seem like we would need far more than that as far as 3D assets go.
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PostSubject: Re: models and textures project   Thu Nov 14, 2013 1:24 am

The problem is, we don't have a dedicated art team lead, and so this field is quite disorganized. We lack a definitive list of what we need and don't need for the entire game. We sort of have that for the Microbe Stage, but beyond that, lack of concept and lack of effort have resulted in no modelling lists. What's more, the progress towards art is rather spontaneous, whereas code, music, and concept are produced in an organized fashion with goals and people tasked to the project. Getting a good art team will make a huge difference in the progress of the game.

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Tritium
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PostSubject: Re: models and textures project   Thu Nov 14, 2013 6:55 am

Thriving cheese is no longer art team lead? Anyway, maybe the concept art thread should be used more for sketches of models and such as now it's full of aliens and spaceships which is not bad but these things will be created by the players ingame. I was wondering what models will be needed for the microbe stages environment-sand particles, fibers or bacteria don't know if the matter is discussed and the models for the organelles are looking great so far but some concept pics with different variants and colors was going to give some good feedback.
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NickTheNick
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PostSubject: Re: models and textures project   Fri Nov 15, 2013 2:49 am

He still is, but he hasn't shown up for a while, and now is an important time for art assets. I do agree that the concept art thread needs to get more focused. It has turned more into a "fan-art" thread (with some exceptions), whereas it should be a specific thread for people who can't digitally model or texture to instead create images for modellers and coders to work off of.

I can think of some changes I could make to the mess of art threads we have in the Graphics subforum to organize things into two main threads and organize the contributions. However, I will not be able to do it until the weekend. Basically, the concept art thread is used to plan what each new batch of models will look like, and then there will be a main art asset thread for all the game's stages. Then I think these multitude of other threads could be archived to prevent confusion.

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Thriving Cheese
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PostSubject: Re: models and textures project   Fri Nov 15, 2013 12:46 pm

NickTheNick wrote:
The problem is, we don't have a dedicated art team lead, and so this field is quite disorganized. We lack a definitive list of what we need and don't need for the entire game.
NickTheNick wrote:
He still is, but he hasn't shown up for a while, and now is an important time for art assets.
Hi, folks! I'm showing up again to get dedicated again and organize stuff (ein list etc.) and such.


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Falthron
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PostSubject: Re: models and textures project   Fri Nov 15, 2013 1:51 pm

I'll quote what I said on my reintroduction thread.

"As far as 3D models I've looked at the fairly neglected graphics part of the forum. Unfortunately most of that content is far, far away I would imagine. But looking at the new cell stage animation, I imagine I could cook up some organelles fairly easily. The shapes used are fairly simple, so if that's what you feel you need I'll happily work on it. But before I go further with that I need to ask you what file you are looking for. I've taught myself how to use the programs Autodesk Maya (I own the student version) and Lightwave (I'm taking a course on it). But if you need me to use Blender to avoid legal drama, I would need to play around with it a bit before I can figure out how to use the tool. I would prefer to use Maya but that's up to what you decide would be the better program."
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PostSubject: Re: models and textures project   Fri Nov 15, 2013 3:22 pm

Falthron wrote:

The shapes used are fairly simple, so if that's what you feel you need I'll happily work on it.
Don't let the current state stop you from creating more detailed content. Just keep in mind that a single organelle usually won't be that big on screen, so some details may be lost in the game.

Falthron wrote:

But before I go further with that I need to ask you what file you are looking for.
Probably the most important thing is that the tool of your choice can export to Ogre meshes. For Maya, this might do the job. As I understand it, it would be fairly uncommon that multiple people work on one model, so I don't think it's too important to use Blender or other freely available tools. Still, it would be nice of you to also make the original Maya files available so that if minor tweaks are necessary in the future, we only need someone with the right software license.

With any luck, I'll be able to set up a pipeline for art assets this weekend. I'll have more information on how to share the content and how to get it into the game then.
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PostSubject: Re: models and textures project   Today at 11:53 am

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