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Re: Bounties for game art development

PostPosted: 28 Jan 2011, 19:23
by Danimal
particles added in blender wont show up in ogre, it must be done separately...

Re: Bounties for game art development

PostPosted: 28 Jan 2011, 19:27
by StefanP.MUC
Didn't know that. Is this a limit of Blender or Ogre? Or a general no-go (modeling program and engine independent)?

Re: Bounties for game art development

PostPosted: 28 Jan 2011, 19:40
by Skorpio
In Blender I would use halos or the compositor to get some glow. For games you need an additional texture map, the glow map, and some post-processing. You have to blur the parts that should glow and add this new image to the original render. That's actually similar to the technique I would use in the compositor. I think OGRE is capable of this technique, so it probably won't be too difficult to add glow.

Re: Bounties for game art development

PostPosted: 29 Jan 2011, 14:13
by svenskmand
Skorpio {l Wrote}:That looks nice, but I'm afraid it's not the right style for the constructs. It looks a bit too technical and we want them to look magical. ;)

I agree it looks, too Star Wars like.

Re: Bounties for game art development

PostPosted: 01 Feb 2011, 18:00
by Zee masta
Thanks for your comments guys, Iv decide to do new head before George Lucas will sue me :p
So I made a new head and its hm...
different.
Didn't got any special concept so it look rather average, but i think whole model is a minor unit anyway.
He got a green bit for the soul stone, dont think opening he's torso is necessary. Just think constructs would rather design them self to keep there vital stone in side.

Re: Bounties for game art development

PostPosted: 02 Feb 2011, 16:53
by svenskmand
Now ID software will sue you, he looks like something right out of Quake 2 :)

Re: Bounties for game art development

PostPosted: 02 Feb 2011, 23:54
by Danimal
hello, we are perfecting the style constructs should have in this post:

viewtopic.php?f=37&t=691

drop by and a have a look at what we already have, and then comment on it

Re: Bounties for game art development

PostPosted: 06 Feb 2011, 23:55
by Zee masta
Ive had a look on the stuff in a post, there some good ideas to start with.
Glow will make model more magical, but i need some help with understanding how does it works in ogre.
Dont know if thats a rule that all constructs are or should be headless one eye sort. But i think that would make theme to similar and confusing in game.
On the other hand unification will create a good impression as a set of models from one race.
And hire some modification of model im working on.

Re: Bounties for game art development

PostPosted: 07 Feb 2011, 23:02
by Skorpio
All constructs should have some common features, like an open torso with the soul stone for example, but I think there still can be a lot of variation between the models. We could have avian, humanoid or insectoid constructs, but the style should be similar.
Zee masta {l Wrote}:...
Glow will make model more magical, but i need some help with understanding how does it works in ogre. ...

Implementing the glow effects is a job for the programmers, I think we only need to provide a glow map to mask the portions that should glow, the rest is post-processing.

Re: Bounties for game art development

PostPosted: 08 Feb 2011, 14:44
by TheAncientGoat
Zee masta: Make sure you post all those models on OpenGameArt though; they're really cool and many people would like to use them :)

Re: Bounties for game art development

PostPosted: 08 Feb 2011, 17:56
by Arcanis
http://www.ogre3d.org/tikiwiki/Glow&structure=Cookbook

this may help the programmer.

Zee masta: its pretty simple to make a glow map, just start with a black uv map and paint in the glow you want

example:http://chrisholden.net/tutor/util_how03.jpg
bottom right one is the glow map

Re: Bounties for game art development

PostPosted: 09 Feb 2011, 15:34
by Zee masta
Thanks guys it sound simpler than i thought, but it still gone be extra work for programmers.
@ Skorpio
Thats a good point multiple forms with certain similarities.
So does model i making got enough constructs style or need to be remodelled some more?
Cant wait to put some bones and animate it.
@ TheAncientGoat
Ill post all models when i gone have full set of skins and animation, so people have less to do.

Re: Bounties for game art development

PostPosted: 10 Feb 2011, 00:02
by Skorpio
We need to prepare some more concepts for the constructs first, specifically of the common parts. I'd like them to have the single eye head that I painted in the last concept and of course the soulstone, but I'm not sure yet about the look of the rest of the body. Some big claws would be nice, and I think they should look more chaotic.

Re: Bounties for game art development

PostPosted: 05 Mar 2011, 12:10
by oln
People should now look at http://opendungeons.sourceforge.net/index.php/Media_wishlist for stuff we need.
p0ss wanted to make a feature on OGA, so if we wan't anything specific included in the post feel free to mention it.