Minifig Design

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Postby Tzan » Sat Aug 21, 2010 7:01 pm

BFenix wrote:Hmmm, don't you think his ass is a bit... out of shape?


Not sure what you mean.
Its not too big or too small. I was trying to keep the poly count low so it may be a bit lumpy from a side angle.

Also I wanted to keep the over all shape like underpants, thats why its angled at the legs.
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Postby naussica » Sat Aug 21, 2010 8:44 pm

Interesting idea, kind of looks like the other body in Roblox, but looks better. :wink:
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Postby Ross_Varn » Sat Aug 21, 2010 11:42 pm

Shee-wow, I forgot about this. You mean your actually getting somewhere with it?
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Postby Tzan » Sun Aug 22, 2010 9:33 am

Ross_Varn wrote:Shee-wow, I forgot about this. You mean your actually getting somewhere with it?



Yeah, slowly.
If I didnt have to work I would be on this 100%.
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Postby Ross_Varn » Sun Aug 22, 2010 11:29 am

Well, I'm looking forward to it, to say the least.
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Postby naussica » Sun Aug 22, 2010 9:49 pm

I second that.
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Postby 501stCadians » Sun Aug 22, 2010 10:19 pm

BFenix wrote:Hmmm, don't you think his ass is a bit... out of shape?


Mine is too, but i don't see you going around critiquing it.
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Postby Warhead » Mon Aug 23, 2010 11:11 am

Lardass! :D :wink:
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Postby Tzan » Tue Dec 14, 2010 5:26 pm

Oh look studs!

Image

The ambient occlusion you see is on the texture.

Studs are a bit tricky since there is a 64k vertex limitation and if all spaces in a baseplate (1024) have them, I'll be over. So I'll be doing the studs as a separate mesh sitting on the ground and do that as a quad tree of meshes. This will theoretically solve the problem, but may kill frame rate. So its just an experiment still.

Lego Universe didnt even try because those studs are round. With square studs its more manageable but might still be too much for some lesser computers.

Studs Level Of Detail texture:
Used far away from the camera
Image


Studs over the vertex limit for 1 mesh:
Image

Oops!
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Postby Ross_Varn » Tue Dec 14, 2010 6:22 pm

Dang, I want to play this.
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Postby Blitzen » Sun Dec 19, 2010 7:15 pm

I can't believe you're still working on this, after 2 years. What are you modelling in?
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Postby Tzan » Sun Dec 19, 2010 9:32 pm

Blitzen wrote:I can't believe you're still working on this, after 2 years. What are you modelling in?


Well its on and off.
If I didnt have to work a regular job, I would be further along.

-I use Lightwave 9.6 to make the 3D models.
-I import those into the Unity 3.1 game engine. All the recent screen shots are from the game running in a Unity editor window.
-All my programming is in C#.

Did you see my 1337 post back in August?
http://www.brikwars.com/forums/viewtopi ... sc&start=0
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Postby Tzan » Wed Dec 22, 2010 6:25 pm

Well I fixed the studs with a quad map thingy.

So this image is all studs.
3x3 baseplates
each plate is 32x32 spaces, 1 space is about 1" of real world game table

This converts to 1 baseplate being about the size of a card table with those folding legs 32"x32"

so you can see 96"x96" play area, 96x96 yards in game space.

On my machine the frame rate is capped to the monitor refresh.

Doing this took way longer than I thought it would, about 30 hours.

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Postby Olothontor » Wed Dec 22, 2010 6:39 pm

Progressing nicely. Looks great, sir.
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Postby Keldoclock » Wed Dec 22, 2010 6:42 pm

When will we have a minifig to run around in these lands?

three weeks? two?
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