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View Full Version : Animation: Rotations of RTS Units


MK2
09-10-2002, 09:41 PM
Hello there,

i have some RTS Units to show. These Units where made for a Sci-Fi game, Terran Race. Low Poly Models for 3d enviroment.
Some of them are still WIP but the company closed the internal development so i will never finish these...
but some feedback could be usefull for future projects.

DivX each around 1,2 MB (hope its not too big)

just follow the link below:


http://www.syntetics.ch/movies/view.htm

Thanx in advance

mk

MK2
09-11-2002, 08:58 PM
Nobody has something to say?

Does that mean its so bad or so good then?

mk

BoomRat
09-11-2002, 09:07 PM
OK, I'll say something...

For RTS stuff, they look alright. I think on some of the buildings, you can add some more detail into the textures, make them really pop out.

The models themselves look fine for low-poly. Is the game using a 3d engine in play or will the structures and characters be sprites.

DJ Bindhi
09-11-2002, 09:08 PM
I looked at these last night. And yeah it is kinda disheartening how people view but don't comment. Try not to take it personally, there's just allot of material coming through the doors. If you're not taing it personally then just ignore my comment.

As to the stuff you posted. Looks superb, I really like them. Esp. the flame trooper. But I would suggest posting stills of them so more ppl. esp. the modem users can see them, let alone critique. Also, the rotationals do not allow more than a momentary glimpse at any angle, not to mention the top down 3/4 view increasing the difficulty in getting at the nitty gritty. I like waht I saw but I can't give too much of a critique.

Other points, you showed the models in a fully rendered fashion, maybe show what they're gonna look like in an open gl shot or an in game render of some kind...assuming they're headed for an RTS game.

:beer:

MK2
09-11-2002, 10:50 PM
Hey, cool!

BoomRat:

Yes, everything realtime Low-Poly. Some Mid/High-Poly Models for Ingame Sequences where also planed. The last comitment we had was around 3-5 static Levels of Detail.
The plan was to make diffrent Buildings... every Factory releated house should look ordinary... nothing special. But cause the gameplay should be high i planed to define these buildings over theyr form. Supporting Buildings should be made out of metal and somehow intressting with advertisments all over... and any other strategic important buildings should have a very intressting architecture... really modern buildings... at the mom i dont have a pic of these concepts here but if you are intrested ill can show it...

DJ Bindhi:

Hmmm...
maybe your right... i have some stills here... ill show em :)
the Iso-View is because these Anims should be the representation for how they look Ingame...
The "fully renderd fashion" where the rules for the programmers how effects and models have to look like. Ill show you an LightWave OGL shot there you well see the diffrence between the model and the anim. We used key colors and Alpha Channels to blend transparency... self shadowing was planed and full support of Shader stuff for Specular Highlights even Bump and Detail Maps.
It was planed to release the game around 2004 or 2005. Well... too bad...

okay the images for the modem ppls :)

http://www.syntetics.ch/movies/FireTrooper.jpg

somehow i cant post more... but they are on my server... whatever... here they are...

http://www.syntetics.ch/movies/FireTrooperBig.jpg

http://www.syntetics.ch/movies/RealDevil_OGL.jpg

http://www.syntetics.ch/movies/RD_Perspective_1.jpg

http://www.syntetics.ch/movies/RL_HighVersion.jpg

JerryB
09-12-2002, 02:02 PM
They look good. I designed and made vehicles for the game 'Emperor: Battle For Dune', and it looks like your work has about the same poly-count as ours.

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