shadowace Posted July 30, 2008 Author Share Posted July 30, 2008 Bite me.. Link to comment Share on other sites More sharing options...
chris 07 Posted July 30, 2008 Share Posted July 30, 2008 i kinda cant. :) Link to comment Share on other sites More sharing options...
shadowace Posted July 30, 2008 Author Share Posted July 30, 2008 Lol, you wish you could! Link to comment Share on other sites More sharing options...
chris 07 Posted July 30, 2008 Share Posted July 30, 2008 mmm i havent had a person in a while. :)How many of you can actually create creatures/people with full animations ect.? Link to comment Share on other sites More sharing options...
shadowace Posted July 30, 2008 Author Share Posted July 30, 2008 So far...1 of us (me), the other is learning as we speak so 2 technically... Link to comment Share on other sites More sharing options...
chris 07 Posted July 30, 2008 Share Posted July 30, 2008 no.... one technically seeing as the other one is learning....and not contributing... Link to comment Share on other sites More sharing options...
shadowace Posted July 30, 2008 Author Share Posted July 30, 2008 He is contributing, with great concept work... Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 30, 2008 Share Posted July 30, 2008 Why are you spending so much time on a pistol mesh, or any other fairly complicated mesh element? It seems to me that you're working a bit backward here. First you right the basecode, using very simple models as references (when needed), then once you have some sort of working game, you start replacing those models with something a bit more complex. Not what you're doing, which is "make every model in perfect detail, then figure out how, and where you want to use it". This is for two very simple reasons, using simple models means that you can get the game working without loading alot of complicated resources (think about testing an oblivion mod, every time you need to check if a script or NPC is doing what you want, you have to spend 3-4 minutes loading the whole damn game) and it makes it so that you don't waste time (and maybe money) getting models for things which you never actually use. Before you even begin to think about what sorts of meshes you should use, you should have a semi-playable game already put together using very blocky/basic meshes that take absolutely no time to make. Start off using cubes, cylinders, spheres, and other simple geometric objects. Heck, the engine you're using probably even came with some of these resources, or atleast something similar to the purpose that they serve. No matter how clear your vision for this game may be, there are always things which end up getting changed because either the engine doesn't allow it, you can't code it that way, or it just plays poorly. By setting things up with what is readily available, you reduce the time wasted when these things change. This is the sort of stuff people pay money for to learn from a professor... Almost every 3d/2d game has evidence that it has followed a similar plan. And concept work, however useful for getting an idea across, isn't actually a step toward getting something done, it's more of talking about where to start than where you want things to end up. It's called "concept art" for a reason. Often, even if it looks good, there are limitations to what can actually be done. Link to comment Share on other sites More sharing options...
shadowace Posted July 30, 2008 Author Share Posted July 30, 2008 Vagrant...our scripters aren't on we can't do anything but work on meshes until they come on... Link to comment Share on other sites More sharing options...
shadowace Posted July 30, 2008 Author Share Posted July 30, 2008 And your right, we are underprofessional. That's why we got you to learn from! Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.