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Hash, Inc. - Animation:Master

Beth Darwin


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I'm starting some modelling work for a game I'm working on.

 

This is Beth Darwin, a girl in her early teens. The model is going to be used in real time, so I have to keep an eye on patch count - I plan to export it as a PLY at detail level '4' (8 polys/patch) and use my own converter to get it to SMD format (a nice, easy to understand format that Half-Life uses.)

 

Here's the character design - these pictures were drawn at two different times, and yes, there are some differences:

 

-Sean Givan

post-7-1085422741.jpg

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So far its turning out pretty well. I'd like to see another picture of its finished. Your doing great on the patch count. Anyway, how do you make a game? Is it for a company? It sounds like a fun (but time consuming) project. Good luck with it.

 

Robert

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So far its turning out pretty well. I'd like to see another picture of its finished. Your doing great on the patch count. Anyway, how do you make a game? Is it for a company? It sounds like a fun (but time consuming) project. Good luck with it.

 

Robert

Well, making a game nowadays is easier than it used to be - there's a lot of game engines out there, free, cheap, and expensive. I picked GLScene, which lets me program in my favourite language (Pascal), is low level enough that I can muck around with the structure of my models, and is free under the Mozilla Public License.

 

It's not for a company - I'm going to sell it myself as shareware. There's a few sites on the Internet that make it easy to sell your own software, like RegNow or BMT Micro or Share It - or if you want something fancier, CafePress lets you print your own CDs.

 

And yeah, it is going to be a time consuming project, on the order of months and months.. <_< Makes me wish I could find some extra artists or programmers, because I know it's a killer idea..

 

-Sean Givan

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It would be interesting to see your progress on your project, so don't forget to post stuff as you move along. :) Does your game have an interesting plot? (I've always wanted to make a game, so seeing someone else do it is awesome.) Good luck :D

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Patch count looks great, man. :D I get the feeling the face and head will be your hard areas. It takes a clever, clever modeler to make a good-looking _and_ expressive low-poly face. I cite the many crappy real-time faces that appear in video games.

You know, more than a few Hashers would be enthused to pitch in on a project like this. ;)

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Progress is off and on, and rather slow, so I'm posting just to show how things are coming.

 

Ross, for the face, I'm thinking of making the expressions 2D - drawn on the face as a texture. When I was trying to decide, it was a toss up - I knew that I didn't have enough experience yet to make a good, malleable 3D face with only bones, but I was worried that a textured face would be considered backwards as far as technology went.

 

Then I saw that there were PS2 game like 'Suikoden' and 'Dragon Quarter' that had 2D faces - mostly for cartoony characters - and that made the decision a bit easier.

 

Also, I decided there was still room for textured faces to improve. Most of the animations on a textured face are minimally animated - eyes blinking, maybe 2 or 3 frames for the mouth opening and closing. I figured that I could keep up with the "eye candy curve" by designing a face with thorough, 20 frame-per-second animation - you'll see more later on.

 

Question for the audience - Beth's jacket here 'grows out' of the body about halfway down the torso. I did that to save patches, and I figure that texturing will cover for the details. Does it look OK to you all, or should I go back and spend some more patches on a fully-made jacket?

post-7-1086138094.jpg

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I like the idea of the 2d face. I haven't seen the two games you mentioned, but I imagine its kind of the same idea with the latest zelda game for gamecube. The jacket looks well done (especially with such a low spline count.) But I'd have to agree with Ross about the belly, but perhaps its her entire waist that's a bit big. Also, were you planning on keeping the jeans detail on her pants like on the first picture? It didn't look too shabby for real-time. :D .

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