An in-deapth look at Vengeance armor design

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Benzer
06-07-2004, 01:26 PM
You guys mind if I mock something up using that Male armor concept?

Colosus
06-07-2004, 01:29 PM
You guys mind if I mock something up using that Male armor concept?
No, you may not.

(of course you can)

Fool
06-07-2004, 01:30 PM
Here's a work-in-progress of my own:

http://www.mw4online.com/images/Fool/ds.jpg
http://www.mw4online.com/images/Fool/ds2.jpg

dunce_boy
06-07-2004, 01:37 PM
not bad fool...but for a game that couldnt really be used because of the high poly count.

pogozorro
06-07-2004, 01:42 PM
You forget that T:V uses normal maps of the meshes, so you would want a high quality model to base the map off of.

Fool
06-07-2004, 01:46 PM
Who says I was using it for game purposes?

pogozorro
06-07-2004, 01:53 PM
New movie, Fool?

Fool
06-07-2004, 01:58 PM
;)

Rev. Night
06-07-2004, 02:11 PM
the chest/body looks a bit too big, unrealistic. but that crusade helmet looks tight.

Sir Lucius
06-07-2004, 02:12 PM
Here's is my outline of what needs to be done:


Step1: Concept Art
We need concept designs of the 5 armors. I like what I've seen from Tacky so far, and I like the clean look dunce boy seems to put out. I don't know how easy it is for 2 people to work on creating cohesive designs, but this is what I want. We need cohesion between the 5 DS armors and those armors need cohesion with the Irrrational armors. All this and unique style.


Step2: Modelsheets
While the concept can be simple line drawings, the model sheets need to be a front, side, and rear view of the armors. They should focus less on detail that can be covered by skinning and more on the geometry for the modeling phase.


Step3: Modeling
Modeling will be done following the model sheets as closely as possible. The aim is to stay low poly -- no smoothing just yet.

After this the UV map will be generated which is important for skinning and...

Normal mapping. In this stage the model will be smoothed to as high detail as necessary. The ultra high poly model will then be used in conjuncture with the UV map to genrate a normal map.

There is information in this step that I do not yet know. One being model size. I'm not sure if there's a specifc scale that needs to be followed, but each model is reletive in size to another. There is also the issue of the special T:V bounding box. I don't know if this needs to be added with the model or not. It's just something we won't find out until irrational releases more information.


Step4: Animation
This could actually turn out to be pretty easy if we're lucky. I know it's possible to use irrationals animations. I don't know how to apply those animations to meshes of our own. And even before that, we really should have a basic idea of the bone structures before we begin modeling. We'll burn this bridge when we come to it, but I don't want to get ahead and waste anyone's time.

Step5: Skinning
No problem here right? We just have to make sure the skins stand next to each other and the original T:V armors.


Sidenote: Creating the hands
This is for the first person view, each tribe as a unique hand model for shooting the guns. I don't know how this works yet.




And then if we get all of that working, we'll move on to phase 2, which involves textures and bases and mapping fun and what not.




Now there are only a few more things I need to address. In the concept stage you can do things that might not look good when you get to the animation stage. For example, cloth and hair. Since I plan on using the irrational animations to save time, cloth and hair won't move naturally since it requires it's own animation independent of the armor.

The other thing is to try to not put armor where irrational hasn't put it. Once again, this is so animations don't cause clipping.

Finally, I don't know how the jet packs work. They might roate and they might shoot fire or something out somewhere. This needs to line up and I don't know where.


So at this point, I really don't want to go past step 1. Maybe a little bit of step 2, but I really don't want to waste work. With that in mind I think we can lock down some designs and that should keep us motivated enough to get though the rest of the process.

Sir Lucius
06-07-2004, 02:15 PM
You guys mind if I mock something up using that Male armor concept?


I look forward to this.

Fool
06-07-2004, 02:16 PM
the chest/body looks a bit too big, unrealistic. but that crusade helmet looks tight.


Still a work in progress. :) Working off some sketches a coworker drew up for me.

Fatman
06-07-2004, 02:45 PM
i may draw a few things up for shits and giggles.

anyone got a good link for some background info on the DS? or do i have to soley rely on my old t1 manual? :)

Thaumaturge
06-07-2004, 02:47 PM
Whoever modeled that DS female has some skill (illy?). Way beyond what I can do, thats for sure. I still haven't mastered making 'organic' looking things, especially humans/animals. I may be better suited for buildings and enviormental pieces once we reach that point. Awesome stuff guys, lots and lots of talent on here.

dunce_boy
06-07-2004, 03:03 PM
yeah, illy did the model off of my concept art, and yeah, he got some skills. :)
That model was almost lost...his hard drive was fucked up. He actually just got it working like this morning and recovered the data.

Equality
06-07-2004, 03:44 PM
(a little off topic)Man i really have to get motivated alot of this is what i want to do irl. What is a good 3d program to start with?

dunce_boy
06-07-2004, 03:46 PM
What is a good 3d program to start with?

Either 3D Studio Max or Maya are great. I just started to learn to model myself, but I still like the freedom of 2d work :)

Equality
06-07-2004, 03:51 PM
I use to draw a long time ago but then i got into painting models like warhammer. When i drew I always drew something that someone had already created so i figured 3d modeling would be good for me because im not good at coming up with original characters on my own but i can draw ones already designed.

Thaumaturge
06-07-2004, 06:01 PM
3DSMax = Simple Animation/Modeling - Limited
Maya = Difficult to learn, but THE BEST of the best in 3D software IMO (Most movie CG is done in Maya ala The Matrix) Nothing beats the 'painting' ability.

Personally, I don't use Maya much these days as I still just have my 3.0 Gold copy, and haven't bothered trying to upgrade. I lost interest when I got into Graphic Arts & Printing and it just now pulling me back in.

If your new to modeling, I personally suggest using Rhinoceros as I've found it to be the most user friendly modeling program, and because it doesn't do animation (At least in 1.0) its a very straight forward, bare bones piece of software. Plus I love NURBS a lot more than Mesh, and you can always convert.

Anyways, here is the last piece I did that is more or less finished. It was used in a animation piece I did when I was still in high school around 2001. Its some kind of drone/borg thing I had fly around destroying other objects I had made. Any comments would be cool...I don't share my work much, as I'm a perfectionist.

http://www.playspoon.com/mook/Sent.jpg

Fraggy Poo
06-07-2004, 07:25 PM
I have some ideas floating in my head, and would like to contribute. The art I've seen in this thread so far is really :bigthumb: though.