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| models and textures project | |
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+19Falthron Deathtrooper crovea EVanimations Emd4600 Thriving Cheese NickTheNick Theslimy Rorsten594 Gawbad Doggit P3DR0PS HellKnightDan Admiral Van Tromp Tenebrarum ~sciocont roadkillguy lbrewer ido66667 23 posters | |
Author | Message |
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Tritium Newcomer
Posts : 90 Reputation : 15 Join date : 2013-03-18 Age : 34
| Subject: 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. | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: 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. | |
| | | Thriving Cheese Art Team Lead
Posts : 321 Reputation : 9 Join date : 2013-01-06 Age : 25 Location : Sweden
| Subject: 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.
Last edited by Thriving Cheese on Fri Nov 15, 2013 2:21 pm; edited 2 times in total | |
| | | Falthron Newcomer
Posts : 77 Reputation : 0 Join date : 2010-07-13 Age : 29 Location : USA
| Subject: 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." | |
| | | Nimbal Programming Team lead
Posts : 258 Reputation : 24 Join date : 2013-03-17 Age : 40 Location : Ratingen, Germany
| Subject: 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. | |
| | | Thriving Cheese Art Team Lead
Posts : 321 Reputation : 9 Join date : 2013-01-06 Age : 25 Location : Sweden
| Subject: Re: models and textures project Fri Nov 15, 2013 3:26 pm | |
| Rewelcome then Falthron, You don't really need any special program as long as your proggram can export to one of the following file types;Â Blender (.blend), Collada (.dae), Scalable Vector Graphics (.svg), Skeleton Mesh (.psk), Skeleton Anim (.psa), Stanford (.ply), Stl (.stl), 3d studio (.3ds), Wavefront (.obj), X3D Extensible 3D (.x3d/.wrl), or Ogre. | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: models and textures project Sat Nov 16, 2013 5:21 am | |
| Also, Falthron, check out the new Art Assets thread, we are going to try and form an art team there to start to get to work on modelling, texturing, and the like. | |
| | | Falthron Newcomer
Posts : 77 Reputation : 0 Join date : 2010-07-13 Age : 29 Location : USA
| Subject: Re: models and textures project Sat Nov 16, 2013 2:11 pm | |
| Thank you both. As far as detailed content goes, I think we should stick with models exclusively for cell stage. That's the one that is in desperate need of being finished. | |
| | | timetraveler Newcomer
Posts : 11 Reputation : 1 Join date : 2013-11-17 Location : Somewhere
| Subject: Re: models and textures project Tue Nov 19, 2013 6:00 pm | |
| I know how to use maya, blender, and photoshop. Can I be of service to you? | |
| | | Tritium Newcomer
Posts : 90 Reputation : 15 Join date : 2013-03-18 Age : 34
| Subject: Re: models and textures project Tue Nov 19, 2013 8:24 pm | |
| timetraveler we need every skill you've got, check the Art Assets thred even if something is done you can think of a way to improve it. The team leads are still discussing what is needed i think but everything you make will be of help.
Last edited by Tritium on Fri Nov 22, 2013 3:29 pm; edited 1 time in total | |
| | | Thriving Cheese Art Team Lead
Posts : 321 Reputation : 9 Join date : 2013-01-06 Age : 25 Location : Sweden
| Subject: Re: models and textures project Fri Nov 22, 2013 4:08 am | |
| @Timetraveler: We'll manage what art assets that needs to be done using GitHub - Nimbal wrote:
- Someone identifies an asset that is required, say, a 3D model for an organelle.
- They create a new issue at GitHub that describes how the model should look, animations it should have, and so on.
- 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.
- 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.
- 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.
- The comment section for the issue can also be used for discussing the task, asking for clarification, etc.
- Once the asset is done and uploaded into the asset repository, the issue can be closed.
Although, currently there's no tasks on there, were to disscuss what needs to be done at le art assets thread. | |
| | | crovea Programming Team lead
Posts : 310 Reputation : 59 Join date : 2013-10-07 Age : 34 Location : Denmark
| Subject: Re: models and textures project Fri Nov 22, 2013 6:27 am | |
| A task has been added on github for creating models for compounds for the christmas prototype! Github issue
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| | | timetraveler Newcomer
Posts : 11 Reputation : 1 Join date : 2013-11-17 Location : Somewhere
| Subject: Re: models and textures project Fri Nov 22, 2013 5:35 pm | |
| Thank you all! I'll see what I can do over my spare time. | |
| | | Aiosian_Doctor_Xenox Learner
Posts : 196 Reputation : 5 Join date : 2013-05-27 Age : 34 Location : Kent
| Subject: Re: models and textures project Fri Nov 22, 2013 6:46 pm | |
| A'ight. I'm following now. | |
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