[WIP] Hexley Kart - New proposal

[WIP] Hexley Kart - New proposal

Postby Narann » 06 Jul 2011, 21:50

Hi all

I've made a "new version" of the Kart for Hexley:

06 - 07 :
Image
Image
Image
Image

Just the kart: 2197 tris. The old one was 1375... I need to remove some parts I suppose...

07 - 07 :
Image
Image
Total (Kart + Wheels + Character) = 4341 tris

Image
Image
Some experimentations with textures...

08 - 07 :
Image
Just testing to put it in-game. The kart is a little rotate because I was trying to export the animation without skining but using the "Child of" blender's constrain. Just to test and. This doesn't work! :cry:
I will also increase the size of the exhaust because it is too tiny. This need a little redesign of the back part but this will be better I think. It will also help me to reduce a little some tris... I hope.

09 - 07 :
There I am:
Image
I like the exhaust now. :heart:
Image
Image
There are my textures:
Image
Image
As you can see, I'm not very inspired for the kart texture. If you have any idea, suggest it or even draw quickly on my texture and I will redo it clean.
And the file if you want to test yourself ;) : http://freelancerdu29.free.fr/ftpweb/st ... exleyv2.7z
Note: There is no kart animation during shift for now. I have to to them! :)
I use the kart exporter and it don't seem to keep the hard edges I define in Blender. As this is very low poly, use hard edges could be very interesting. :)

Don't hesitate to give feedbacks. :)

Work under the free licence: CC by-sa
Last edited by Narann on 09 Jul 2011, 04:21, edited 5 times in total.
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Re: [WIP] Hexley Kart - New proposal

Postby STKRudy85 » 06 Jul 2011, 22:37

Nice kart
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Re: [WIP] Hexley Kart - New proposal

Postby Auria » 07 Jul 2011, 01:41

Looks very nice, good job :) But indeed keeping the polygon count low might be interesting here
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Re: [WIP] Hexley Kart - New proposal

Postby STKRudy85 » 07 Jul 2011, 21:55

STKRudy85 {l Wrote}:Nice kart


I wanted to say : hello, you're welcome I would be happy if you will decide to contribute to stk with us

:oops: Sorry I was tired
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Re: [WIP] Hexley Kart - New proposal

Postby Funto » 08 Jul 2011, 07:44

It's nice, although I must confess I'm not found of the pink color, it corresponds to the character...This "trident" at the front remembers me of the Maserati logo :p

Is the steering wheel linked to its support? It doesn't seem to be...
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Re: [WIP] Hexley Kart - New proposal

Postby Narann » 08 Jul 2011, 10:55

About the color, it was tests and to be honest I'm not very proud of them. But actually a pink/girlPawa character is missing in stk. :kiss:

Maybe this one could be of it and this place could be the place to talk about that. What do you this of that others? :D

I spend many time on the texture and, except the color which (we have to talk about), that's not very good. :(

That's why I will do texture at last and maybe ask for help on it and continue my track! :D

My texture is a xcf file (To be the most FOSS as possible and let people use raw data to make their own) and there is a Ambiant Occlusion Bake in it. :heart:
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Re: [WIP] Hexley Kart - New proposal

Postby Kinsu » 17 Jul 2011, 07:04

Hi !
This new Hexley is much better and than the old one indeed :)
For the kart color, may I suggest some kind of Indigo (I don't really know how it'll look, tests are required ^^) ?

And I'm curious : did you make the Ambiant Occlusion manually, or using a specific software ?
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Re: [WIP] Hexley Kart - New proposal

Postby Narann » 17 Jul 2011, 13:01

Thanks for feedbacks! :)

Wow Indigo is very... Special... I will try this!

About the Ambiant Occlusion. My kart modeling and UV was made on Maya so I've used Mental Ray to get an Ambiant Occlusion texture.

But I'm sure this can also be done via Yafaray (http://www.yafaray.org/). Just don't know how but if someone know, make a tutorial in the wiki to explain peoples how to make this could be very usefull for kart modelers as AO make a very special touch on karts. :) (I'm sure this can be done wit ha little commandline)

I also invert the rotation animation of the kart when it take a shift... There is also the prob with Gimp kart (and maybe others). When you turn to the left, the kart rotate to the left too... This is not logical and should be the invert because when you are in a car and turn to the left, the car body is aspirated to the right because of inertia.
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Re: [WIP] Hexley Kart - New proposal

Postby Funto » 17 Jul 2011, 13:56

I arrived at the same conclusion about the movements of the karts while turning ^^

As for baking ambient occlusion, sure this can be done in Blender (see http://lightfeather.de/lf/documentation ... ather.html -> this covers lightmaps and ambient occlusion).

I definitely think the karts and the tracks should get some AO/lightmaps, but there is a need for specific UV maps. If you UV-mapped a model so that a given part of the texture is visible in several parts of the model, you can't apply different ambient occlusion values for those parts in the model...
So in the end doing so requires a bit of work, but that would definitely be worth it, in my opinion.
If someone wants to try...:)
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Re: [WIP] Hexley Kart - New proposal

Postby Kinsu » 17 Jul 2011, 15:09

Thank you for the doc about Ambiant Occlusion, I'll take a look asap to see how it work, to eventually get a little tool for graphists to generate nice&fast textures ;).

You are totally right about steering animations. Maybe the existing ones have been made with the false idea that the car would react kind of like a motorbike...
For some characters though (I only see Emule in that case for now ^^), we should also take in mind that when turning, their head also move, which can impact heavily on the object (kart+character) center of gravity if the character has a big big head.
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Re: [WIP] Hexley Kart - New proposal

Postby Kinsu » 17 Jul 2011, 17:06

1 Image 2 Image 3 Image
4 Image 5 Image 6 Image
7 Image 8 Image 9 Image

I can't make up my mind... I think I prefer the 1st, the 3rd and the 5th ones...

By the way, I also prefer the kart with the white on the sides and the front, as in the 1st textured screenshots you gave, Narann.

EDIT : refresh image links
Last edited by Kinsu on 19 Jul 2011, 03:29, edited 1 time in total.
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Re: [WIP] Hexley Kart - New proposal

Postby Narann » 18 Jul 2011, 21:24

Thanks for feedbacks! :)

But I can't see your images... So I don't understand 1, 3 and 5. ^^
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Re: [WIP] Hexley Kart - New proposal

Postby fraang » 18 Jul 2011, 22:16

Really nice kart. I have only two suggestions/questions:

1) Where is the trident (07-07) on the front gone? Looks cool. :)

2) Can you give the body of the kart a bit more surface/relief? Not too much but a bit. Maybe brushed metal or something similiar? ;)

Greetings
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Re: [WIP] Hexley Kart - New proposal

Postby Narann » 18 Jul 2011, 22:28

I think I should do a "look like" maserati logo. Not copy, just, a curved ring around it. :)

And write: Hexley or Darwin on it! :)

http://images.google.fr/search?tbm=isch ... 24l1.3-1l2
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Re: [WIP] Hexley Kart - New proposal

Postby Arthur » 18 Jul 2011, 22:34

Good idea Narann. It needs a little something. :)
Hey pal, I took an oath for justice! "In happy days or tightest tights..." or something like that.
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Re: [WIP] Hexley Kart - New proposal

Postby fraang » 18 Jul 2011, 22:43

Good idea. Looks very similar to the existing trident on the front. :D
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Re: [WIP] Hexley Kart - New proposal

Postby hiker » 19 Jul 2011, 01:09

Kinsu {l Wrote}:You are totally right about steering animations. Maybe the existing ones have been made with the false idea that the car would react kind of like a motorbike...

Or maybe with the feeling that at least the characters would lean 'into' the curve to counteract that. It would be good if someone could try and see if the 'reverse' turning animations look better.

For some characters though (I only see Emule in that case for now ^^), we should also take in mind that when turning, their head also move, which can impact heavily on the object (kart+character) center of gravity if the character has a big big head.

No, the physics model does not change if the character is animated, it is based only on the 'straight ahead' animation.

Cheers,
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Re: [WIP] Hexley Kart - New proposal

Postby Kinsu » 19 Jul 2011, 03:15

hiker {l Wrote}:No, the physics model does not change if the character is animated, it is based only on the 'straight ahead' animation.

Yes, I was only talking about the gravity center of a kart like STK's ones in real life.
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Re: [WIP] Hexley Kart - New proposal

Postby Kinsu » 19 Jul 2011, 03:31

Narann {l Wrote}:But I can't see your images... So I don't understand 1, 3 and 5. ^^

Ah yes, sorry. I've just refreshed the image links : http://forum.freegamedev.net/viewtopic.php?f=18&t=1596#p15832
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Re: [WIP] Hexley Kart - New proposal

Postby Narann » 20 Jul 2011, 23:53

Thanks a lot for all this feedbacks.

New todo task:
- White on the front of the kart
- new trident on the front
- try blue
:)
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Re: [WIP] Hexley Kart - New proposal

Postby Arthur » 24 Aug 2011, 01:31

Anything new about this? Would like to see it finished. :)
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Re: [WIP] Hexley Kart - New proposal

Postby Kinsu » 24 Aug 2011, 03:39

+1
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Re: [WIP] Hexley Kart - New proposal

Postby Iridium » 25 Aug 2011, 20:58

Arthur {l Wrote}:Anything new about this? Would like to see it finished. :)

+1 :D
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Cute Hexley 9.7

Postby juliet120STK » 10 Nov 2011, 17:32

Awww, Isn't she cute? :heart: :heart: :heart: :o
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Re: [WIP] Hexley Kart - New proposal

Postby Guide » 12 Nov 2011, 12:25

That would be better if it had a red hat as on the icone.
That would be more beautiful.
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