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Bridge

PostPosted: 22 Dec 2012, 18:11
by Skorpio
I've quickly modeled a bridge. It doesn't have start/end points yet and some seams have to be removed. The texture is from a old claimed material.
OD_Bridge.jpg

Re: Bridge

PostPosted: 22 Dec 2012, 20:23
by charlie
Looks very cool Skorpio.

Re: Bridge

PostPosted: 22 Dec 2012, 21:18
by Flipflop
Looks nice. Would be nice if you have some time to at startpoints an crossings :-)

Re: Bridge

PostPosted: 23 Dec 2012, 11:23
by paul424
Scorpio: ok, as Flipflop has shown a clear method of applying your tiles ' set, can you prepare the tiles' set and name the tiles in it Tile00010001 ..... etc and upload them into SVN repo ?
Flipflop : huh as you are at the university , do you have conditions to make by the capture motion the 3d hand gestures ( of course you would need an appropriate hardware lab ) ? Afaik There is one hand's mesh under OS domain, but modeling its motions as I learned is incredibly hard, maybe someone who has access to the motion capture technology could throw such animation into Open Domain one day ....

Re: Bridge

PostPosted: 23 Dec 2012, 11:55
by Julius
@paul424: I hope your first language isn't English, as I have quite some trouble understanding your posts sometimes ;) Anyways... care to elaborate further what you mean with and what your purpose of having 3D hand gestures is? And to what hand model mesh do you refer to (there are actually plenty of good ones (mesh only) or do you mean with rig and animations)? However for capturing hand-animations, I would just wait a few more months until the LEAP Motion hardware is out, then it should be child's play to capture them :)

Re: Bridge

PostPosted: 23 Dec 2012, 14:44
by paul424
Yeah , sorry for my English , I don't speak it on day-to-day basis.
By >>Gestures<< I meant of course a rigged ( or not :) ) model with animations. I haven't know that there are plenty of models to choose.
Can you stage a candidate model with rigging animation attached ?

Re: Bridge

PostPosted: 23 Dec 2012, 15:43
by Julius
rigged *and* animated? Naa, don't really know of any good ones. There are a few not bad rigged ones on blenderswap though. Still don't get what you need that for, and what this has to do with OpenDungeons...

Re: Bridge

PostPosted: 23 Dec 2012, 16:41
by Skorpio
It's for the keeper hand aka mouse cursor.

The crossings and end segments are done (the crossings are just square blocks). Is it a problem that the bridge is not level with the dirt tiles? The textures aren't baked yet and the rotated segments don't fit perfectly to the crossings yet.
OD_Bridge2.jpg

Re: Bridge

PostPosted: 23 Dec 2012, 17:20
by Flipflop
gooood, i need more time, can´t wait to implement this properly... ^^

@paul ...i am sorry, but we don´t have motion capture studio here at my University... :) But nice idea!

Re: Bridge

PostPosted: 23 Dec 2012, 21:10
by Flipflop
hey, is the bridge already in the SVN? can´t find it yet.

Re: Bridge

PostPosted: 24 Dec 2012, 12:19
by Skorpio
The bridge is in the repository now in the source model folder. I'm not sure if I should bake the textures, but otherwise I can't modify them. The arch should actually look more like this:
OD_Bridge2Arch.jpg
OD_Bridge2Arch.jpg (38.75 KiB) Viewed 6706 times

Re: Bridge

PostPosted: 13 Mar 2013, 00:48
by svenskmand
Nice work Skorpio :)