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Old 25-11-2006, 01:38 PM   #61
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Big Toe - the move to make the coat look more zebra skin like is one for the better, the suit looks quite loud perhaps some form of velvet look alike in maroon/green or purple but perhaps thats been done too much but it does seem to work, and the alpha maps need a bit of tweaking too but as i would suppose you will still be working on that
But other than that its turned out really well, keep up the good work
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Old 25-11-2006, 10:15 PM   #62
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playing wit hthe coat's pattern, maybe someone can help a toe out. Using Max, I apply the oppacity map, it works, but when I add a spec map to help bring out those highlights, it also brings back parts that should be hidden wit hthe oppacity map. Take a look at the hat to see what I'm talking about.
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Old 26-11-2006, 07:43 AM   #63
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Quote:
Originally Posted by defaultalias
sorry to go of topic, but Game Maker 6 is capable of 3D, in fact it's what's being used in a project i'm working on(my first WIP posted in this thread was related to this...). it's very capable in the right hands. i'll post a screenshot of the game when i'm allowed to.
I hate to go off topic here but I saw ur first Wip and how are you inputting your 3d models into gamemaker? Or are you just rendering them and making those into the 2d sprites that Gamemaker uses. I only had a 2 week course so I'm obviously no pro but I looked at the "3d tutorials" on their site and all I saw were just basically 2d sprites in a 3d world, like the FPS, the monsters are just 2d sprites with some walls all around them. Thanks for any help u can provide.
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Old 26-11-2006, 09:29 AM   #64
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Hey all, just a quick one from me. Got bored, haven't been able to finish any of my big projects because of the lack of a proper computer, but I did make this today.


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Old 26-11-2006, 09:40 AM   #65
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I hate to go off topic here but I saw ur first Wip and how are you inputting your 3d models into gamemaker? Or are you just rendering them and making those into the 2d sprites that Gamemaker uses. I only had a 2 week course so I'm obviously no pro but I looked at the "3d tutorials" on their site and all I saw were just basically 2d sprites in a 3d world, like the FPS, the monsters are just 2d sprites with some walls all around them. Thanks for any help u can provide.
well, the way we used to do it was kinda like creating a primitive 3D object, eg. sphere or cube, but using an exporter to get the objects vertex coordinates and stuff, and then creating a complexed "primitive". we used marzipan or something like that to get those coordinates. now, we use an external .obj loader made by our German programmer, which has support for multi mesh objects, animation tweening (smooth transition between frames), and it loads on runtime, as opposed preloading. but that .dll is the programmer's and the teams property, and i don't know if they want to make that public. ha, i'm just showing off, but yeah, Game Maker 6 is capable of full 3D, albeit very low specs (DS/PSP specs). and don't worry, this is all realtime and game related, and this is the post what your working on thread.

and just to prove it, some screens. kyle if you read this, please don't be mad, it a valuable recruiting opportunity. btw, all this is property of our team, and we're working on securing copyrights, so do not repost this without our permission.

the platformer test level


.obj loader test


MMO client test (project halted)
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Last edited by defaultalias; 26-11-2006 at 09:42 AM..
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Old 26-11-2006, 11:51 AM   #66
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hey BIG-Toe...its very impressive.....coming up real nice......great texturing.......but IMO...there's some problem with the palms in terms of proportions...the thumbs are looking big....and its an old problem with max's opacity and specular maps when u use both together...specular always overrides the opacity......
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Old 26-11-2006, 01:51 PM   #67
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BigToe - perhaps the transparency needs to be copied into the channels alpha map of your spec map in photoshop so that it cuts out the specularity on the areas that are to be transparent

somehow i dont think that is making sense but ive never been good at explaining things :P
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Old 28-11-2006, 02:10 AM   #68
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I think Freesupra means masking the specular map with your opacity map.

I'd suggest, in addition to that, checking to be sure that your specular map has the full range going in its colors. If your image doesn't go to a pure black, you will get specular highlights like that where you don't want them (and it produces those ugly floating highlights). Beat myself over the head plenty of times trying to figure this out till in frustration I realized that just a miniscule amount from pure black can do this.
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Old 29-11-2006, 06:26 AM   #69
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Wow, I never knew it was capable of that lol, hmm now all I need is my own German programmer to make me an exporter :-p. Don't worry if you can't make things like the program public, I completely understand all the copyright jazz. Thanks for explaining it, I hope you don't get in trouble for posting those though haha, it doesn't really seem like you posted anything that could be like seriously classified or anything, its awesome to learn about Gamemaker in a way I have never seen it.

I was cleaning out some books a few hours ago, and I found UT2003, so I'm hoping I can boot that up and look around online and see if I can get models into that game, if I can that would be a great stepping stone for me. Thanks again for the insight into game maker, and good luck with your game!
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Old 29-11-2006, 02:11 PM   #70
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same game as the baseball player, who i have finished and animated.

got one hour into this carrot. design by our concept artist Reiner.
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Old 30-11-2006, 12:51 AM   #71
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Lookin good so far, but if you have the polies to spare I have a few suggestions.
1) I would add a few more leaves, it looks like u just have 1 there, I think he would look good with a few more like the concept. They could actually all just be 1 big plane if u wanted.

2) I would chamfer the fingertips, it won't add too many polies, and I think it would make them look a lot better, unless u want them square like that but it gives them a really sharp look. I mean the edge that is like underneath the nails, not the whole finger btw.

3) I dunno what look you are going for, but your legs are connected, your arms aren't, and your hand looks like it is like half connected, it may just be the view, but I would make sure you make them like all the same kinda system.

Good luck!
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Old 30-11-2006, 01:23 AM   #72
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I also got my one!
Heres the main character of Nightmatre in the Dark game(i'm remaking it):


still some things to fix...but getting hapy with it...
And this is for a duel comp...robot soldier:



the limit is 4k polys, i will do my best to finish it.
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Old 30-11-2006, 01:26 AM   #73
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who are you dueling, anyone we may know.
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Old 30-11-2006, 02:28 AM   #74
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MattyG thanxs, yeh i had only worked on the carrot for 60 minutes so yes the limbs were not connected, i made one leaf so i could uv map that one and then just copy it as many times as i would want so that i would get many leaves.

about the finger i wished i had seen the post before uv mapping it. il post a pic tomorrow and u can see how it turned out.

The carrot is now finished and uv mapped. another guy is going to texture it, then il animate it.

Big Toe did i forget to say beautiful?
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Old 30-11-2006, 02:36 AM   #75
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yes, yes you did. The comp that it's for ends Monday, so I should have the final textures and poses and what not done by Friday, Saturday at the latest. I'll post a few of those in here, as well as a close up of the fish tank shoes. The renders I have up now make it hard to see, but there are a few fishys swimming around down there.
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