Malaveldt
11-08-2003, 09:34 PM
EDIT:I revised the timing and the walk cycle to incorporate the suggestions I received from so many sources. Thank you!
Hello and thank you. I've been working on my character animation/modeling/texturing skills and I've worked up a short animation. I'd appreciate your general impressions and whether on not you think the animation 'works'. I am shamelessly bumping this to see how the revised version looks to trained eyes.
http://pages.sbcglobal.net/doscher/demoreel/screencap.jpg
Walking Soldiers (938K, Divx 5) (http://pages.sbcglobal.net/doscher/walking_soldiers.avi)
old version (952K, Divx 5) (http://pages.sbcglobal.net/doscher/orig_walking_soldiers.avi)
This was all done within 3ds Max 5 and Photoshop 7 for my demo reel for the game industry. The textures are a combination of hand-drawn and heavily reworked photos. Is this effective? These guys are designed for real-time animation within a game engine, and have polycounts in the 3200 to 3500 range, and are designed to be modular, so one basic 'body' could accept a wide variety of different heads/equipment/weapons/extras. Do you think this approach works, and do you think that this is a valid and effective way to present game models? Thank you for looking.
Wires:
http://pages.sbcglobal.net/doscher/demoreel/bald1.gif
http://pages.sbcglobal.net/doscher/demoreel/bald2.gif
http://pages.sbcglobal.net/doscher/demoreel/bald3.gif
OpenGL viewport captures:
http://pages.sbcglobal.net/doscher/demoreel/bald4.jpg
http://pages.sbcglobal.net/doscher/demoreel/bald5.jpg
http://pages.sbcglobal.net/doscher/demoreel/bald6.jpg
http://pages.sbcglobal.net/doscher/demoreel/helm1.jpg
Weapons:
http://pages.sbcglobal.net/doscher/demoreel/ar1.jpg
http://pages.sbcglobal.net/doscher/demoreel/ar2.jpg
http://pages.sbcglobal.net/doscher/demoreel/panzerfaust1.jpg
Texture Maps@50%:
http://pages.sbcglobal.net/doscher/demoreel/mapsmall.jpg
Texture Maps Full Size:
http://pages.sbcglobal.net/doscher/demoreel/mapsbig.jpg
Hello and thank you. I've been working on my character animation/modeling/texturing skills and I've worked up a short animation. I'd appreciate your general impressions and whether on not you think the animation 'works'. I am shamelessly bumping this to see how the revised version looks to trained eyes.
http://pages.sbcglobal.net/doscher/demoreel/screencap.jpg
Walking Soldiers (938K, Divx 5) (http://pages.sbcglobal.net/doscher/walking_soldiers.avi)
old version (952K, Divx 5) (http://pages.sbcglobal.net/doscher/orig_walking_soldiers.avi)
This was all done within 3ds Max 5 and Photoshop 7 for my demo reel for the game industry. The textures are a combination of hand-drawn and heavily reworked photos. Is this effective? These guys are designed for real-time animation within a game engine, and have polycounts in the 3200 to 3500 range, and are designed to be modular, so one basic 'body' could accept a wide variety of different heads/equipment/weapons/extras. Do you think this approach works, and do you think that this is a valid and effective way to present game models? Thank you for looking.
Wires:
http://pages.sbcglobal.net/doscher/demoreel/bald1.gif
http://pages.sbcglobal.net/doscher/demoreel/bald2.gif
http://pages.sbcglobal.net/doscher/demoreel/bald3.gif
OpenGL viewport captures:
http://pages.sbcglobal.net/doscher/demoreel/bald4.jpg
http://pages.sbcglobal.net/doscher/demoreel/bald5.jpg
http://pages.sbcglobal.net/doscher/demoreel/bald6.jpg
http://pages.sbcglobal.net/doscher/demoreel/helm1.jpg
Weapons:
http://pages.sbcglobal.net/doscher/demoreel/ar1.jpg
http://pages.sbcglobal.net/doscher/demoreel/ar2.jpg
http://pages.sbcglobal.net/doscher/demoreel/panzerfaust1.jpg
Texture Maps@50%:
http://pages.sbcglobal.net/doscher/demoreel/mapsmall.jpg
Texture Maps Full Size:
http://pages.sbcglobal.net/doscher/demoreel/mapsbig.jpg
