Topic: Lowpoly 3D! (Read 6667 times)

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  • clockamite
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just make a meowth, meowth is the best pokemon because it's just this ridiculous nonexistent sterotype CATS LOVE MONEY AND CAN STEAL YOUR MONEY WITH TECHNIQUES. CATS LOVE TO HOARD BRIGHT OBJECT SUCH AS COINS what?? what?? since when is this a thing??
alternatively just make idk something that can be easily formed from cubes and shit eg a house.
 
i tried making another location, came out kind of ugh
 

 
jesus christ i am having flashbacks to GEX 3D. i didn't bother texturing the frog since i got sick of this but it was meant to be a 3d version of a character from an ags game i never got around to making (minus rifle / turban combo unfortunately)
 
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wow, awesome, haha, I wish you were making a game out of these
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wow, awesome, haha, I wish you were making a game out of these

The cool thing is that we could. Unity isn't too difficult to learn, as far as I know.
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  • clockamite
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Yeah, the only real reason I'm making this stuff is so I can try to make 3d games in Unity. I haven't been working on the actual gamedev side of it as much as I should but I figure it'll be a lot easier to get into once I'm using my own resources and trying to make actual games rather than follow the (pretty good) engine tutorials.
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There's a cool trick you can do where you copy your model, paste it in the same place, grow all the faces out by a tiny bit then colour the wider duplicate black and flip the normals.

It's how some games get that cell-shaded sort of look. It's a pretty inefficient way of doing it but I had a go once and it was pretty neat.

Sean make your avatar man. It's calling out to be made in lowpoly3d.
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Haha ed, alrighty then. I'll have a go at it when I get home tonight.
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  • clockamite
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made a soldier guy with obligatory skull motif. the gasmask and rivets and stuff make it look sorta idk steampunk or gaspunk or something like that. you kids get off my lawn.
 
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I would be interested to see you bone (tee hee) and animate one of your models. Some engines have the ability to "smooth" through frames or tween though one animation to another (e.g. imagine stopping walking, you'd need a start and stop animation otherwise). Once you've cracked that you could easily make a game. You just need to design a state machine (i.e. a case statement) for the different animation states. If you have your game characters as objects (I'm not sure if you know OOP but it's pretty easy to learn the basics if you don't know) you can have animation member variables and functions, pair that with movement ones and you're well on the way.

Edit:

I meant to do a tut on state machines back in the day when I was going on about Lite-C. They're really useful ways of taking an AI concept (i.e. a list of different behaviours) and breaking it down into code. One of the things that my degree has taught me in relation to game making.
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here's a house. it's beautiful.
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catamites, totally send me an .obj of that gas mask chap. I want to bone him and make him do things.
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Freckled, diastematic, zombie anime stoner!  Well done!
keep posting...
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heres the gasmask guy .obj file
 
i tried briefly rigging it up myself in blender, it was pretty fun. animations forthcoming?? possibly??
 

 
also yeah ed there was something about unity having a built-in animation blending thing so that it automatically smooths out the transfer from one kind of animation to another. i don't know anything about programming at all tho.
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You notice when boning things that you should think of adding elbow sections etc (i.e. the faces that get stretched) to your model. I have always been terrible at boning.

Programming is something that if I were PM of the UK I would have mandatory classes in secondary school and link the maths syllabus in with it. I would use things like games as examples thus making science and technology more interesting to people for when they choose their A levels. When I rise to power.

I really wanna help you guys with this but at the moment I am trying to become more musical in uni. I can't really make games and make music at the same time it's like I have become some sort of shitto jack of all trades, master of none. If I get accepted onto a phd then I will have some free time over summer and I can do stuff like this again.

Being a 4th year sucks donkey balls.

I shall live vicariously through you. You must go on and learn to program catamites or this nation will fall.
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I have always been terrible at boning.

can't stop readin this
I love this hobby - stealing your mother's diary
BRRING! BRRING!
Hello!  It's me, Vellfire!  FOLLOW ME ON TWITTER! ... Bye!  CLICK!  @gidgetnomates
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Fuck yes. I'll modify that .obj a tad so that his elbows and knees are prepared for boning, then I'll weightmap him and see how it goes. Might make him dance to a tune.

EDIT: Oh man can I get the .png texture file as well? I assume the .mtl file is a material file or something but I'm using lightwave and lightwave does not appear to use them. Cheers.
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here you go!
 

 
(i actually used the inbuilt segmenting options to get the uv map for this one which is why there's so much space!! it still blows me away that some of the lowpoly guys i posted earlier are able to get it all on 128x128 textures aaa.
 
also yeah ed programming is something i've been meaning to get into forever but this time i'm gonna buckle down and do it! i'm gonna do it! king of coding, code 4eva..... XxCodeLifexX..... born to code.....
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so you are actually going to be making games using c++? or are you going to just use unity? I've been thinking about moving over to using Unity from XNA.

also, when it comes to boning, I'm the best boner of all.
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just unity, also yeah i know theres a difference between scripting and coding (although unity needs you to pick up javascript / c++ anyway iirc)
 
made a biggles. haven't had a chance to muck around with animations yet but i did make My First Nose.
 
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Can you export any of these in .mdl?