Mind showing us the wireframe also?
Looks like you are getting some nasty shading on the model, most likely due to your smoothing groups. Areas like the corners/bottom of the support box, the bottom of your support column, and the suppressor of your muzzle.
I would be up for it, but my Max animation workflow is not nearly as smooth as my Maya. Did you have any specific animations in mind that you were wanting?
I do not use Max too much anymore, but in Maya there is an action called "Bake Simulation". Basically it takes what you have animated and sets keys at every frame. You can dig around or ask about where that is in Max. Also, the bake sim in Maya has a value for the tool that allows you to set the sample rate. So if you set it to 10, it will set a key every 10 frames.
Pretty cool.
I would love to see this type of gameplay mixed in with the original RTS gameplay.
example:
You say up to 8 players online.
Make 2 of those 8 play the regular RTS while the other 6 run and gun along side the AI units controlled by the 2 "commanders".
What are you using? I know how to go about this through the use of Maya. In Maya you should be able to animate with your IKs as normal. Then select all your bones, go Edit > Keys > Bake Simulation. This should "bake" all the animations you created through IKs down to the bones. After that, you can rip out the IKs leaving just animated bones as if you just did the animations through FK. You will have more keys, but now you will have no IKs to worry about.
Would be neat to see this mixed with 3rd person controls. Then you could do stuff with say the Viking, swapping between assault (3rd person) and fighter (what you got going on).
Tried it out. Unless I did something wrong, "S" did not go back, just jittered in place. I did not have 3rd person camera controls. The camera moved based off the player, but not my mouse input.
How much of how you guys were modding the beta BEFORE the editor's release will be replace through the GUI of the editor? Will there still be a need (in some areas) to do xml editing or to have a code background in order to do some task? Will most of the tutorials posted on this site be obsolete due to being able to just do the same thing through Galaxy?
What kind of animation problems are you running into? While I do not know how to write code, I can at least compare and contrast things from an art stand point and maybe be able to sell you what is different to help narrow down things. Usually end up doing this sort of thing for all the independent engines I work with.
Yea, looking good. Cant wait to see how the model comes along.
I use Maya primarily, used Max slightly. Basically, they are all the same, the main difference just comes in the User Interface. From what I have seen and read about Blender on other CG sites, it is just another application as Max or Maya. Now Mudbox on the other hand, I believe is more in the realm of Zbrush, for high res modeling and texturing.
@sixen
Yay, I checked out that thread. I mainly got is was an exporter type item they were working on rather than a complete one. In the end I was more or less letting them finish what programmers do until I bugged them about art stuff, hence asking Kanaru. Yet, even after looking at that thread for days and seeing "out of game" shots, only now did I realize I could have just asked them based just off of the models they were showing.
Got that getting into the beta part worked out. :)
Cool.
I am asking because I am interested in playing with Galaxy. Sadly I am not in the Beta (working on that) so while I wait for a release I can get my hands on, I have been just researching the most I can about it...which pretty much lead me here.
Are you just comparing/studying portraits or are you able to view models in a viewer of sorts (or can you view wireframe ingame and just zoom in)?
From an art perspective, any numbers to things like buildings or terrain? Again you just comparing/studying or can you actually view said models? Any texture sizes you know about?
-edit-
Yes, I recall reading somewhere a marine was around 1k and a Battlecruiser was 3k (they mentioned something about 1800, but I forget what that was).
0
Mind showing us the wireframe also? Looks like you are getting some nasty shading on the model, most likely due to your smoothing groups. Areas like the corners/bottom of the support box, the bottom of your support column, and the suppressor of your muzzle.
0
I would be up for it, but my Max animation workflow is not nearly as smooth as my Maya. Did you have any specific animations in mind that you were wanting?
0
Since you said you want it function like creep, can you just edit the texture used on creep to a water texture?
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power of 2s
All textures are X pixels by X pixels
So X for your textures can equal any combination of 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, etc.
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I do not use Max too much anymore, but in Maya there is an action called "Bake Simulation". Basically it takes what you have animated and sets keys at every frame. You can dig around or ask about where that is in Max. Also, the bake sim in Maya has a value for the tool that allows you to set the sample rate. So if you set it to 10, it will set a key every 10 frames.
0
Pretty cool. I would love to see this type of gameplay mixed in with the original RTS gameplay.
example: You say up to 8 players online. Make 2 of those 8 play the regular RTS while the other 6 run and gun along side the AI units controlled by the 2 "commanders".
0
What are you using? I know how to go about this through the use of Maya. In Maya you should be able to animate with your IKs as normal. Then select all your bones, go Edit > Keys > Bake Simulation. This should "bake" all the animations you created through IKs down to the bones. After that, you can rip out the IKs leaving just animated bones as if you just did the animations through FK. You will have more keys, but now you will have no IKs to worry about.
0
Pretty cool.
Would be neat to see this mixed with 3rd person controls. Then you could do stuff with say the Viking, swapping between assault (3rd person) and fighter (what you got going on).
Keep it up.
0
Cool thanks.
Tried it out. Unless I did something wrong, "S" did not go back, just jittered in place. I did not have 3rd person camera controls. The camera moved based off the player, but not my mouse input.
Strafing?
0
How much of how you guys were modding the beta BEFORE the editor's release will be replace through the GUI of the editor? Will there still be a need (in some areas) to do xml editing or to have a code background in order to do some task? Will most of the tutorials posted on this site be obsolete due to being able to just do the same thing through Galaxy?
0
What kind of animation problems are you running into? While I do not know how to write code, I can at least compare and contrast things from an art stand point and maybe be able to sell you what is different to help narrow down things. Usually end up doing this sort of thing for all the independent engines I work with.
0
Yea, looking good. Cant wait to see how the model comes along.
I use Maya primarily, used Max slightly. Basically, they are all the same, the main difference just comes in the User Interface. From what I have seen and read about Blender on other CG sites, it is just another application as Max or Maya. Now Mudbox on the other hand, I believe is more in the realm of Zbrush, for high res modeling and texturing.
@sixen Yay, I checked out that thread. I mainly got is was an exporter type item they were working on rather than a complete one. In the end I was more or less letting them finish what programmers do until I bugged them about art stuff, hence asking Kanaru. Yet, even after looking at that thread for days and seeing "out of game" shots, only now did I realize I could have just asked them based just off of the models they were showing.
Got that getting into the beta part worked out. :)
0
Cool. I am asking because I am interested in playing with Galaxy. Sadly I am not in the Beta (working on that) so while I wait for a release I can get my hands on, I have been just researching the most I can about it...which pretty much lead me here.
Are you just comparing/studying portraits or are you able to view models in a viewer of sorts (or can you view wireframe ingame and just zoom in)?
From an art perspective, any numbers to things like buildings or terrain? Again you just comparing/studying or can you actually view said models? Any texture sizes you know about?
-edit- Yes, I recall reading somewhere a marine was around 1k and a Battlecruiser was 3k (they mentioned something about 1800, but I forget what that was).
0
Any chance you can give us some numbers on the poly counts that you are thinking about?