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3 Dimensional Chat / 3D models from team nANoâ„¢ - upcoming 3rd person action scifi game

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Anvirol
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Posted: 21st Sep 2003 21:30 Edited at: 6th Oct 2003 02:48
[center]

Our team request thread:
http://www.thegamecreators.com/?m=forum_view&t=17052&b=9&p=0

DVD Quality Team Intro (plays at beginning of our every project, DivX 5.05 5,5 mb. This is the very first version, a bit oldish:
http://fingaming.0wns.org/nANo/nANo_DiVX_high_quality.avi



Mech robot (1,5k polygons)






UPDATE 6.10.2003:
Latest renders of main character Nadia:
Some changes made to the main character model as well the polycount is now around 8k. If someone is still going to complain about the hair they're better come and help me make better damn hair!
(good texture for the hair wouldn't hurt..)
The model will probably still go through few changes but here it is in it's current state. I think it looks less anime style now T_T

C&C's are welcome.









Anvirol
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Posted: 21st Sep 2003 21:34 Edited at: 21st Sep 2003 21:35
Malkavian
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Posted: 21st Sep 2003 21:49
Great stuff for a breath taking project! Whats the poly count on the girl?
Cant wait to see more.

Emotions..intressting..to many or to few?
Pandora will suffer without them and Daniel will die because of them.
actarus
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Posted: 21st Sep 2003 22:28
Not bad I like them...

the girl looks somehow familiar,any chances you used a tutorial?Jeanne d'arc?

Nice stuff.

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HEY!!! I'm the one who had 'Cyberspace' in his location on the older black forums,shame on you Rich j/k
Anvirol
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Posted: 22nd Sep 2003 03:43
Polys are about 14k. And yeah I have studied the joan arc tutorial =) So it might have had some effect when modelling this one

Cheers, some new models probably tomorrow and weapons belt + back bag for Nadia.

Arrow
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Posted: 22nd Sep 2003 17:25
That girl model looks way ou of preprotion, the hands and feet are too small, the haed's too big. I thought I was looking at a child at first. I suggest you check out some site on anatomy, it can be tough to get it look just right, a big head is a very common mistake. I hope you can cut down on those polys too, 14K is kinda big, even for CG cut scenes, for a single character.


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sybixsus
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Posted: 23rd Sep 2003 00:54
The character has a good general bodyshape, but where's the detail? You could cut her down to around 2,000 polys without losing any detail, and for 2,500-3,000 you could have a lot more detail in there.

The hands are too small, even allowing for the style of the work.

The hair looks awful. It looks like treacle that's slow dripping down over her face. Way too much use of subdivision surfaces there.

If that's a texture, she's certainly been UV mapped well, there's no sign of any stretching. I know it's only a very basic texture, but it would show up if there were any problems.

It needs work, but it'll be good when it's done.
arras
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Posted: 23rd Sep 2003 12:55
Big head can be OK if you want bit of stilization but that hands are realy too small.

Othervise these are nice models...
Anvirol
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Posted: 24th Sep 2003 15:56
Heh ok thanks for the comments. Do you mean the arms or just the hands? And the head is big because it's in anime style =)

arras
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Posted: 25th Sep 2003 14:05
I think both -arms and hands
Arrow
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Posted: 25th Sep 2003 14:10
You might want to slim out that torso and lengthen those limbes if your going for the anime look, few characters I know of have a short stock bodies, and those that are usally men.


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Anvirol
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Posted: 25th Sep 2003 19:14
Quote: "You might want to slim out that torso and lengthen those limbes if your going for the anime look, few characters I know of have a short stock bodies, and those that are usally men."


Not really, there's women with curves in anime. For example in Gundam Seed, Hellsign, nge, Last Exile, Trigun, Cowboy Bebop... and the list goes on forever. Only some kiddie anime has those thin looking girls with big heads and eyes.

Anvirol
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Posted: 25th Sep 2003 19:21 Edited at: 25th Sep 2003 19:40
Latest 4 renderings, sorry for the bad texturing since I really suck at it. We really need a texture artist on our team! (refer to team request page)

Weapon has 400 polys.









Anvirol
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Posted: 6th Oct 2003 02:49
Darksyde
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Posted: 6th Oct 2003 03:24
i posted on your other thread too, i can texture, as long as i have sumthing to work wiv, ie. an existing texture so i know wot goes where etc. lol, i duno if that makes sense to you



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Anvirol
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Posted: 6th Oct 2003 03:34
Yes it does make sense to me.
You need the unwrapped texture as platform where to make the textures on

Maybe you could try making better scifi looking textures for the gun or then I can provide you with something else to texture.

and yeah
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Mike Inel
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Posted: 6th Oct 2003 08:11
quick question... In "14k polygons", what's the meaning of "k"?


Uh.....duh.....whut?
Toilet Freak
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Posted: 6th Oct 2003 11:27
first off, I like those renders, nice!

k means 1000(thousand)/14k means 14 000

my crit, looks wierd(proportions I think/kinda "fat" looking),
but nice(especially the facial features, nose/eyes/mouth)

DreamersScars-Toiletfreak-
If you need a animated chara go here... It isn't that great but it'll do as a tester model thingy http://users.tpg.com.au/users/cnkyk8k2/index.html
Anvirol
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Posted: 6th Oct 2003 14:25 Edited at: 6th Oct 2003 14:26
Quote: "my crit, looks wierd(proportions I think/kinda "fat" looking),
but nice(especially the facial features, nose/eyes/mouth)"


Hey if you like to you could contact me in msn or post here more specific info how it looks "fat". For artist it's hard to see the flaws in one's works.
Anyway I definetly want to fix whereever she has flaws. But I think her legs and bottom are quite good and even the stomach.

msn: [email protected]

Arrow
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Posted: 6th Oct 2003 17:07
Quote: "For artist it's hard to see the flaws in one's works."
Not really, after 5 minutes of not working on a pic I can see every flaw.

Basicly the head's to big, the torso is too wide, the arems and legs are too short, and the hands and feet are too small. Goto Skinart.com and few a few pics till you understand proportions.


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MikeS
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Posted: 6th Oct 2003 23:17
Quote: "Not really, after 5 minutes of not working on a pic I can see every flaw."


Wow!



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Darksyde
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Posted: 7th Oct 2003 06:35
i used t sketch etc and it would take me a few weeks before i could see my errors n stuff, thats the gud thing bout forums theres always sum1 to point u in the right direction,.... well usually



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Pincho Paxton
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Posted: 7th Oct 2003 11:52
I often can't see the flaws in my work because my brain makes up some of the details. Like when you see a number of dots moving but you know that it is a person moving. The best way to see faults is to flip an image horizontally.

Back to the models. I actually like the out of proportion models. Even the small hands are good. I've seen anims with small hands, and out of proportion bodies. The one thing that I don't like is the metal robot. He has a too complex shape, too many lumps, and bumps.

Pincho.
Anvirol
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Posted: 8th Oct 2003 17:20
Quote: "The one thing that I don't like is the metal robot. He has a too complex shape, too many lumps, and bumps."


Gladly he/it won't be appearing in the game, we changed to Halo type soldiers oOV

Anvirol
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Posted: 18th Oct 2003 20:12 Edited at: 18th Oct 2003 20:13
Yeah sorry for not posting in a while, we have had small brake in our developement but we are starting to work again.

Quote: "Gladly he/it won't be appearing in the game, we changed to Halo type soldiers oOV"


Almost finished soldier model
still needs:
texturing finished
rigging
some tweaking in model
I'll be done with it tomorrow or the day after.

Front:



Back:



1800 polygons.

Anvirol
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Posted: 25th Oct 2003 15:46 Edited at: 25th Oct 2003 15:48
Ok you gotta love this one

1500 Polygons. More finished product of the soldier model:


And here's non-textured version which some of you might be intrested to see:



Simple
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Posted: 25th Oct 2003 15:59
I would like to see you rig that last model and then Raise his arms above his head

Anvirol
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Posted: 25th Oct 2003 17:46
Quote: "I would like to see you rig that last model and then Raise his arms above his head "


No problem, I'll get it done probably by tomorrow.

Simple
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Posted: 25th Oct 2003 17:50
Can we see a wire frame too ??

Anvirol
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Posted: 25th Oct 2003 20:44
Quote: "Can we see a wire frame too ??"


Fine... but I am very busy with other things so don't expect to have these automatically from now on





Anvirol
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Posted: 28th Oct 2003 21:08
Very 1st screenshot shown to public:

Taken on: 22.10.2003:


The game will feature at least 15 missions which take place on massive outdoor maps, inside military facilities, underground compounds & space stations.

Mussi
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Posted: 28th Oct 2003 21:36 Edited at: 28th Oct 2003 21:37
HEEEEEEY, made a level compared to that one for my game to and I'm also using massive outdoor levels... were telepaticly connected
btw, great job, looks great

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QuothTheRaven
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Posted: 28th Oct 2003 21:57
that must get a terrible fps...

MikeS
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Posted: 28th Oct 2003 22:22
I BEIEVE!!!!!! (In best Eddie Murphy voice)

For now, I'll just say it looks nice. Since I really have no further knowledge for FPS, how big the level is, etc.

You're right when you said this already looked like one of the most stunning dbp games ever. It's getting close, but here's two things to comment on.

-Health bar/ammo bar(whatever it is), just doesn't seem to fit well with this particular scenario.(is it a placeholder?)
-Transition from the grass to stone, could be blended a little more efficiently.(Unless, for some reason it was intended to look that way.)

Don't take anything personal though, I noticed the 3% done.
Keep up the good work.

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Anvirol
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Posted: 28th Oct 2003 22:30 Edited at: 28th Oct 2003 22:35
Quote: "-Health bar/ammo bar(whatever it is), just doesn't seem to fit well with this particular scenario.(is it a placeholder?)"


When you see inside missions you'll notice that it fits quite well =)

That's supposed to be shields bar(I'll improve it later) maybe we should make it a little bit smaller (?).

Later on weapon, ammunition & health bars will be added.

MikeS
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Posted: 28th Oct 2003 23:27
Ok, I see now. Might I suggust smaller(as you mentinoed), and also transparent. Making it transpartent might give it a more futuristic look. Might wanna give it a try.



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Megaton Cat
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Posted: 30th Oct 2003 02:53
impressive.
Now the question everyone one asks everyone else:
What did u use for those awsome enviroments?!?!

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Anvirol
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Posted: 30th Oct 2003 16:09
Quote: "impressive.
Now the question everyone one asks everyone else:
What did u use for those awsome enviroments?!?!"


It doesn't have almost any effects yet. It's using fog and the sky is skycube and yes I did do the textures for it myself, using 6 seamless view pictures with high resolution so it almost looks like a real sky. I can tell that skycube(or some of you call it skybox) kicks the crap out of skysphere

I will improve the landscape and make better textures and later on add more buldings, currently there is only 2 enemy buildings which we can show when they look better =)

We have been testing things like lightmapping & bump mapping but for some reason only application where bump mapping works corretly with the same textures we tried on this is that Basic 3D sample program in DarkBasic Pro.

This brings a question, has anyone got bump mapping working in db p without those darn weird white spots?

Megaton Cat
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Posted: 30th Oct 2003 19:59
yea but I mean what did you use to create the terrain? Did you make ur own editor or maybe used a 3rd-party tool? Please I would really like to know becuase u might be able to save my alienware project.

thanks

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Anvirol
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Posted: 30th Oct 2003 23:53
Megaton Cat
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Posted: 31st Oct 2003 01:25

You'r kidding me.
Making levels in 3ds max is brutal, how did u make the terrain? I mean I dont want to bother u or anything since u are clearly hard at work on this but u don't think u can maybe direct me to some tutorials? I been searching for ages!

thanks

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Posted: 31st Oct 2003 01:36
I don't even use 3DS max, but I found a very basic tutorial that may lead you in the right direction.

http://www.3dcafe.com/asp/tutorials/max/creatinglandscapes/creatinglandscapes.asp

Not enough for ya?

ht[href]tp://www.3dlinks.com/tutorials_max.cfm[/href]
(Here's about 100 more, that cover many different areas of 3DS max)



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treborguy
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Posted: 31st Oct 2003 16:42
wicked models anvirol, how long have you been working on this game?

and exactly how many are in "team nano"?

oh sorry for the long message but, what program(s) did you use for modelling that room?

Brains are for idiots
Anvirol
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Posted: 1st Nov 2003 16:42 Edited at: 1st Nov 2003 23:21
Team nano consists now about 10 members.

T_T. We have been working on the game for about 3 months.

Quote: "Making levels in 3ds max is brutal"


Most of the best games are done completely/partially in 3DSMax/Lightwave. With few exceptions of course: Unreal/Half Life use their own .bsp editors for game levels.

For example all HALO (PC/XBOX) gamelevels were done in 3DSMax (I know this because I have material of their developement stages)

Quote: "how did u make the terrain?"


I used plane and modelled it into the landscape then applied textures. Oh yeah and I used 5 000 polygons for the landscape initially and then added meshmooth iterations 1 which gave me quite smooth landscape with 10 000 polygons.

The landscape is so large that you could play with 256 people multiplayer in it without feeling any crowded =) So we will definetly add large mass combats, very powerful weapons and fast action that the distances don't start to feel boring.

Jet pack has been under consideration too.

Genesis Rage
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Posted: 1st Nov 2003 16:50
you said you created the skybox with seamless images... which looks awesome... but when you set the camera range that far... doesnt that limit the speed of the game? asking because i havent been able to make a skybox thing that still lets it run at a desireable FPS

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Anvirol
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Posted: 1st Nov 2003 17:19
Quote: "you said you created the skybox with seamless images... which looks awesome... but when you set the camera range that far... doesnt that limit the speed of the game? asking because i havent been able to make a skybox thing that still lets it run at a desireable FPS"


True, it does limit the speed because you have to render so far.

We are going to use view distance options that reduces/increases the drawn landscape area and sets the fog closer so the area that are not rendered will not even show. This way the sky still shows but only we use less resources on the landscape.

High(medium)-end pc's of course can set the view distance to maximum.

Gladly only small portion of our missions are outside missions so if like one mission doesn't have insane fps, I think we can live with it =)

Mussi
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Posted: 1st Nov 2003 17:26
about the landscapes... did you just drag every vertrex up or down to get that shape or is there some trick to make nice hills like in the UT2003 editor?

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Anvirol
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Posted: 1st Nov 2003 18:15 Edited at: 1st Nov 2003 18:38
Pick the verticies and drag them. After you have finished the desired map shape then you can start working on the specific details on the landscape.
After/while you are doing that you can start working on the buildings.

But hopefully the team you work on there is many modellers so you don't have to do every object in the map all alone. That's my situation and that's why the screenshots don't show much stuff yet. Im quite busy

Current tasks:
Soldier rigging, (20% complete)
Soldier weapon (50%)
2nd main/siderole character, female too (10-20%)
Landscape advanced texturing (not even started)
Vehicles (5% done)
Landscape buldings (10%)
Animating main character (30%)
Animating Soldier (not even started)
Other gamelevels (started one inside map, 5%)

Megaton Cat
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Posted: 1st Nov 2003 20:29
Quote: "I used plane and modelled it into the landscape then applied textures. Oh yeah and I used 5 000 polygons for the landscape initially and then added meshmooth iterations 1 which gave me quite smooth landscape with 10 000 polygons. "


yea thats exactly how I make it but I wanted to ask, do u use the same texture for the entire landscape? Cause thats the problem I am having right now, I am trying to apply different textures to specific areas of the landscape. And u said the whole think is 10k? When I smooth it, it gets pretty big too, how will that run in the game?

thanks, keep working

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Anvirol
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Posted: 1st Nov 2003 21:12
5k with meshsmooth 1 iterations makes it 10 000 polygons. That's not too much for very large map I think =)

I use separate textures, of course that's how it has to be done =)
Just make many tileable textures in photoshop and use them. After you got the map textured you can do textures for some specific areas to create roads and so on.

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