PDA

View Full Version : A red blood cell, an evil blood cell and a fast food restaurant


toxichimp
04-08-2002, 11:04 PM
http://members.ams.chello.nl/r.heijselaar/sneakprev.jpg

These are some finished characters made for a school project. The concept is an educational cd-rom about the body and it's functions (with alot of games to keep the kiddies happy). All of this will be made with 3 students in director 8.5.

To keep it fun, original and easy to understand we decided to show the organs as buildings and towns, for example the stumach as a fast food restaurant or brains as a command center.

I'll spare you the story for now (which is rather long) until I get some more finished characters and buildings :)

Oh, and be brutally honest on critism! :D

3disciple
04-08-2002, 11:09 PM
The characters really have a lot of personality even though the approach is very minimal. The cel-shading gives it the "oompf" it deserves.

I would exxagerate the posture of the "infected cell" by giving it a hump or extending the tendrills (maybe you can have several states of infection?).

What 3D package did you use for the model?

toxichimp
04-09-2002, 12:13 AM
I used lightwave 7 with the build-in cell shader.

The extended tendrills and a bigger posture are pretty kewl ideas :) I'll give it shot, thanks.

Same for the several kinds of infection, but that might get too complicated... the target age for the project is around 8 so the younger ones could get confused a bit :/

Joel Hooks
04-09-2002, 12:25 AM
don't underestimate kids. :)

I know my 4 year old would have absolutely no problems figuring out different forms on infections in a program like the one you are previewing here.

I think that the ifection should be meaner and definitely should have tendrils.

3disciple
04-09-2002, 12:31 AM
I can picture your game on a next gen console as an action platformer!!!

toxichimp
04-09-2002, 03:04 PM
Thanks for the comments :)

And if this turns into a console game I'll quit school for sure ;)

About the several kinds of infections, I'll give it a try aswell then. I guess if there isn't too much story behind it it's ok.

As for a progress report, I'm currently making the backgrounds and adjusting the evil blood-cell to be meaner, bigger and with tendrils :D

Again, thanks for the comments.

Joel Hooks
04-09-2002, 07:55 PM
just a thought, but it would be kinda neat to have a small gang (3-5) of the infections. Like a group of thugs.

Consoles need edutainment games! Most (all) of the crap on the shelves is pure entertainment. I think this new generations of consoles (dvd) would be a GREAT platform for educational titles. Nobody makes them though. I wonder if the cost is too great, or they just don't sell. I've been playing consoles since PONG though, and I don't remeber EVER seeing educational titles on a console.

LyonHaert
04-09-2002, 08:27 PM
wow, this looks really cool so far \m/

maybe make the evil one's fingers pointy like claws...maybe.

Korgath
04-09-2002, 08:27 PM
Cool... I love cellshading. Anyone knows how to achieve it in max?
I've tried to make a material, but the result is lacking...

Anyway, very nice concept! :thumbsup:

_a_
04-09-2002, 08:38 PM
The characters are great. You've given them heaps of expression in the postures, maybe just exagerate them a bit more. Great work.:)

AJ
04-10-2002, 02:37 AM
Cool! Really love the look of the two guys... very nice indeed! Especially the Red Blood Cell, it's amazing how two little black eyes can seem so endearing! :D

Korgath - You could use the Illustrate plugin available from www.digimation.com. Alternativley, try achieving the effect through video post... by using Photoshop filters you can get some pretty good results. There was a tutorial for this I think - [5 mins of surfing later] - http://maxwizards.virtualave.net/wax.htm written for Max 3, but you can take the principles on board :wip:

Look forward to seeing more toxichimp! Excellent!

puddlefish
04-10-2002, 03:52 AM
This is nice, kinda reminds me of the worms in Worms Armageddon, being pink and all.

Why don't you put the evil cells in heavy metal tshirts with chains in their back jean pockets? That always signifies a bad guy! ;)

One thing, never ever ever underestimate kids and their awareness levels. I'm very interested in, and have a large collection of, childrens books, and some of them display an amazing amount of depth and complexity. If they can remember nine hundred million Pokemon, they can remember just about anything, as long as they're into it.

Keep us updated with stills and anims! Let us know when it's finished!!

M4Dn355
04-10-2002, 06:16 AM
Thats pretty cool =) im a big fan of cartoony models

toxichimp
04-11-2002, 02:59 PM
Thanks for all the suggestions :) I'll put them to use soon.

I made this animation as practice on full-body animation. It's my first, so go easy on me ;)

Newest render;
http://members.ams.chello.nl/r.heijselaar/bcdivx.avi

Older animation, diffrent viewpoint;
http://members.ams.chello.nl/r.heijselaar/enzymdivx.avi

The last one has a few errors, in one frame the light is darker (no idea why) and in the end there's an error in the elbow.

Crits are more then welcome :)

Facial Deluxe
04-11-2002, 07:21 PM
One word : Excellent.

Lot of soul in it

Pentagramma
04-11-2002, 11:10 PM
Excelent! :)

Congratulations on the great models!
I specially liked the red cell... simple and clean design - and, yet, very cool.

I canīt wait to see more of it...

xynaria
04-12-2002, 12:48 AM
Looking forward to seing how you go with this. Nice simple but very characterful designs. Let's see them in action . :) :)

trask
04-12-2002, 02:00 AM
ohh man, you HAVE to have different stages of the infected blood cell. What possibilities!!

great idea 3disciple

itd also be a great chance to showoff scale and depth between characters! i threw this together for ya so you can see what i mean


lookin really good :thumbsup:

3disciple
04-12-2002, 09:37 PM
Different levels of infection + morph targets = really cool transformation sequences...

spunkman
04-15-2002, 12:35 PM
:bounce: :bounce:

toxichimp
04-15-2002, 05:57 PM
I tried morph targets for the first time and looks easy :).

As for the evil blood cells, I'm gonna give all of the suggestions a try but I have to put it on hold for now :(. I gotta make the first location of the game, the main character (concept sketches soon) and a teaser for the second presentation. And I only got 2 weeks :/

3disciple
04-15-2002, 08:48 PM
...as they say...

keep on truckin'!!!

keep is posted on the developments and let us know if you have any more anims to go with this...

I haven't toyed around with Layout yet since i'm still a n00b to LW 7 but seeing you anims makes me want to try it out:applause:

skarab
04-15-2002, 08:59 PM
Haven't checked out your render links but these characters are a nice start. Maybe try to make the "locations" like your fast food restaurant more organ-like, more organically shaped or slimy looking or something.

If you haven't seen Osmosis Jones, check it out for both the "internal organs" theme and for cg cel shading. Just ignore the live action parts if you can! No danger of copying their concepts though, since I think I'm the only one who has actually seen it.

toxichimp
04-19-2002, 07:20 PM
Ok ok, so I couldn't resist to adjust evil blood cell anyway ;) Here's the result;

http://members.ams.chello.nl/r.heijselaar/goodevil.jpg
http://members.ams.chello.nl/r.heijselaar/achterrender.jpg
http://members.ams.chello.nl/r.heijselaar/evil2render.jpg

Skarab: I was thinking of putting tenticle things around the building, hope that'll make it look a bit more organic. No idea if that'll come out good though :/

Haven't seen osmosis jones, think it wasn't even in the cinemas here in holland :/. But did see the site just now and looks really kewl (the whole site is pretty much an adventure game :D) Great material for some inspiration, thanks :)

3disciple: I'm pretty much a newbie at lw aswell. Well, the whole cg thing in general actually. Before I started this thread I never heard of morphing and at the moment I'm trying to figure out what IK is :P...

trask: Thanks for the scetch! As you probably already noticed it really gave me a couple of ideas :P

Hasch2o
04-19-2002, 07:46 PM
Hi Toxichimp, first of all, the Idea and the
Design are both very awesome, and looks
very nice. I really like it.

I don't think that the buildings need more
organic stuff!! If you have a plot or a story
which explains this good enough, the tentacles
or whatever would just look too much!!

Could you post your Material?? it looks amazing!

greetings
H-2-o

toxichimp
04-20-2002, 12:29 PM
I'm not sure what you mean with material, but it's pretty much just colors with a cell shader over it, no textures. And silhouette edges in the rendering settings.

But since you said material I'm guessing you mean 3dmax :) Check the first page, there were a few posts about cell shading in 3dsmax there.

LyonHaert
04-20-2002, 01:32 PM
those spines are a nice touch :)

toxichimp
04-20-2002, 07:36 PM
Quick update on the location;

http://members.ams.chello.nl/r.heijselaar/maintest.jpg

puddlefish
04-20-2002, 08:04 PM
I really love this stuff.
The characters have a perfect sense of proportion and balance to them. It's not easy to make characters this simple look this unique.
I also really like the spikes on the evil one. I wouldn't go too far away from the simple structure though, I think in this case a few subtle details like you have will work far better than lots of little ones.
The environment looks really nice too. This is going to turn out to be a fantastic finished product if you keep up this level of quality.
Keep it up!

sherban
04-20-2002, 08:25 PM
wow, :applause:

great characters. I agree with what's been said that you shouldn't add too many details to the evil one. The only thing I'd suggest is maybe to tweak his proportions a little to offset him ffrom the cute bloodcell.

Give him broader shoulders and make his face a bit pointier. And make him a bit thicker overall (stronger forearms, legs and neck). And maybe even half a head taller (although this might not be neccessary if you bulk him up in the right places).

Don't overdo it tho. You got it just about right as it is.

thenerdyguy
04-21-2002, 08:01 AM
i think the characters look great! one suggestion: maybe the evil cell should kinda look more massive, with big shoulders and hunching, just to have a distinction btw the 2 cell.

just my own opinion :)

btw any tips/tutorials on how to do cel shading?

henry
04-21-2002, 04:13 PM
DROP DEAD GORGEOUS! I LOVE EM!!!

diazgl
04-21-2002, 04:28 PM
WOOOOOOW!!! DAMN NICE!! I love the characters, looks so cool!! I am getting a million images in my head out of this!!! If a game should come out (and it SHOULD) i'm DEFINITELY getting it!! Amazing work, keeping it simple, and give it so much feel. I agree about the stages of infection, but the current evil blood cell, for stage 1, is perfect. The fast food and all is extremely cute, but I think, being the stomach, it should be kinda bigger..?

toxichimp
04-22-2002, 12:04 AM
Started on the infection boss;

http://members.ams.chello.nl/r.heijselaar/hoofdrender1.jpg

http://members.ams.chello.nl/r.heijselaar/hoofdrender2.jpg

And for those blessed with a cable modem or higher :P;
http://members.ams.chello.nl/r.heijselaar/maagtest.zip

It's a test to see if full-screen movies won't affect the framerate in the game too much.

diazgl: Do you mean the fast food restaurant should be bigger or the whole area in general (so more islands, houses etc etc)? If you mean the first ; Yup, one of my teammates said the same. The scale of the fast food is a bit too small compared to the bridges. :/

diazgl
04-22-2002, 12:54 PM
yeah, i was referring to the building as well. Well, very nice with the boss, although he looks a little silly (character). According to the model of the evil blood cell, I was expecting something a bit dark, with spikes and tenctacles, having weird proportions and all. He definitely looks weird (as he should, being the boss and all) but shouldn't he look more...mean?

toxichimp
04-24-2002, 03:53 PM
For the boss I wanted him to come out funny looking by making him small, weak and with tons of ego. So I tried making him look mean without giving him muscles, tenticles and spikes, like the infected cells. I hope those charactristics are clear :/ if not, let me know...

Right now I think the green one looks pretty kewl (but like you said diazgl, he doesn't fit in by the rest because hes not dark, hes pretty much the opposite). The red one is pretty nice imo, and as for the purple one... Ok, I admit I whent a bit over the top on that one ;) scrap it hehe... The last one is ok too, but I wanted him to kinda stand out of the crowd, which this one doesn't really do :/ But this still is a good option, the priority really is making him look evil and dark...

really, really, REALLY could use some opinions on this (because I have no idea which to choose or change)... I'm even willing to pay for em :p 5$ a piece* !

If you didn't find em yet, I've update them in my previeus post. And for a larger version;

http://members.ams.chello.nl/r.heijselaar/bosscolors.jpg

Oh, and sorry for the late reply but thenerdyguy, if your using lightwave it's pretty simple, no tuts needed :) Just go to surface editor, add the shader "super cell shader" and that's it!

* only valid when this game hits the stores :D (probably never..... :x)

diazgl
04-24-2002, 05:19 PM
well, comparing these, i think the green version is the best, cos as you said, the red one, makes him look like a red blood cell, not standing out. The black one makes him too related to the evil blood cell, and since he looks weaker than the evil blood cell, that wouldn't be good, the purple one....i just don't like...:)

More on the guy, well he kinda looks like he's smiling at the moment (just a tad), and....uhm, what if he had spikes on his hands, close to the ones wolverine has (but not as sharp), and unlike the evil blood cells' one??????

I just had this crazy thought that the boss would be able to morph into anything (having one general form though), and that he would only keep his coloring, which could be a combination of two colors, one general one, and one that would make shapes on to him (kinda like stripes or something that would make him stand out).

toxichimp
04-24-2002, 05:44 PM
I really like that last idea. I was thinking of giving him the ability to change color, but this sounds alot better. Only problem is *how* am I gonna make him morph. I can't morph them unless the amount of polys is exactly the same (the bosses head + hands are completly diffrent from the other cells) and the eyes are seperate on the other characters which could give morphing errors.. right? (I'm completely new at this, so correct me if I'm wrong)

*edit*

Update above... but about those spikes, I dunno, it makes em look pretty kewl but it ruins the sneaky-kind of charatistic a bit I think. Also, I was planning on giving him wings, could be pretty kewl. :grin:

henry
04-24-2002, 06:35 PM
wow wow wow lots of new smileys, :thumbsup: ok umm toxichimp i think it'd be a nice idea if you gave the boss just a few more pounds on his belly that would make him so hilarious! and it's a good idea to give him wings, but i'd give a boost to his personality by giving him something more artificial like something he could create by him self (cuz he looks so brainiac!), i was thinking something like a simple jetpack on his back or cute little thrusters under his two tiny feet :P

GAWD IT'S SO CUTE!!!!!

keep up the good work will ya :thumbsup:

bye from henry :wavey:

puddlefish
04-24-2002, 11:42 PM
The new stuff is fantastic. As regards the Boss:
I think model is great. I wouldn't try to make him look meaner or scarier, and I definitely wouldn't give him wings. What's great about these characters is their simplicity, but also their uniqueness. Wings is such a cliched way of signifying evil demony type creatures.

As regards colour, the idea of him being duotone could be nice. Maybe go against the grain and give him two light colours. This would definitely make him stand out against his troops. If you can find a picture, check out the colour schemes for Games Workshops' Tyranid characters, the older ones were usually white and green or white and blue. It's a really nice and eye catching colour scheme.

I would probably recommend an off-white and an icy blue. This would make him stand out alot from the black ones, and his cold colours would contrast very well with the red bood cells' warmer tones.

Hope this helps.;)

diazgl
04-25-2002, 01:38 AM
well, maybe the spikes wasn't such a good idea...:)
Well, i think wings is a bit too much, and the coloring puddlefish is very interesting, but I think it wouldn't be "coherent" to the entire idea, but I'd like to see him like this though!!! Hmmm, about morphing, i'm no expert either, but instead of making an actual morph, you could fake it (iihihihi). Well, how bout this. The character jumps forward, towards the floor, turns into a ball while going there, bounces off as a ball and then morphs into the other character. You could switch the model when the ball bounces off the ground. Its not a perfect idea but I think it's sorta cool.

Real morphs will be a bitch to do, so *perhaps* an intermediate stage like the one I suggested above, could be somewhat helpful, only you should think one of your own, cos you can do better than what I came up...:D

Damn, i love this thread!

toxichimp
04-26-2002, 07:42 PM
It's finally over! Forgot to mention it but today was the prototype presentation. So I've pretty much been non-stop modelling and drawing for 2 days. But most of the time whent out to waiting for renders and scripting it all together with my teammates. From now on it's 6 weeks of production and after that it should be finished and working. Oh, and it all whent well on the presentation, no comments from the teachers... which is good and rare! :grin:

As for the morphing, it's not gonna work :( It's too much work I think... I wish we just had a few weeks extra to get those kind of effects in there. So it's gonna be change of colors or no effects at all. But I was thinking of doing the morphing after the whole project anyway just for the practice (cg really gets addicting doesn't it :p).

And I really liked your idea henry, something along the line of a jetpack or some sort of flying machine instead of wings. I'll give it a try :)

Prototype screenshots and the boss in blue/white coming up. I'll update this post ones I find and uploaded them :)

Here they are;

http://members.ams.chello.nl/r.heijselaar/lineup.jpg (the new guy was created in 3-4 hours, so i'm gonna completly change him... I'll probably only leave the face intact :twisted: )
http://members.ams.chello.nl/r.heijselaar/blauw.jpg
http://members.ams.chello.nl/r.heijselaar/wit.jpg

diazgl
04-27-2002, 02:30 AM
hehe, funny looking chars, they look really nice. Although I still think that you should've gone with MY ideas, cos my ideas rock -by now you should be getting that feeling of irony, and start to feel sorry for me-, but I though I'd go with the flow and give you a :thumbsup:

henry
04-27-2002, 10:37 AM
hmmm good work man! i love your characters they look really really cool, and it would really make a good game (seen osmosis jones??) i wish i could model like that heheh

bye from henry :wavey:

puddlefish
04-27-2002, 11:37 PM
These are shaping up great. I was wondering whether or not you would have a white blood cell!! (remember in 'the story of life' how they were ambulances?)

The white render of the boss looks good, but he needs some marking to distinguish him. Maybe some pattern on his head? Also, a hint of green in the white might make it look nice. You don't want to use the same colour you're using for the white blood cells.

toxichimp
04-29-2002, 05:12 AM
Lol diazgl, I did leave the back spikes on ya know :p

As for the white blood cells, ambulances would be kewl. But then I'd have to change the entire stumach scene since it's pretty much all small islands and wooden bridges :/ Perhaps as police and medics?

Oh, and still haven't seen osmosis jones yet.. but renting it soon :p

The new stuff;

http://members.ams.chello.nl/r.heijselaar/rendermaag.jpg
http://members.ams.chello.nl/r.heijselaar/renderachter.jpg
http://members.ams.chello.nl/r.heijselaar/rendervoor.jpg

Is it too sporty looking and spaceship-like? Also, got the inspiration from some of the stuff i've seen on the lilo & stitch website :) (hope it isn't too similiar)

diazgl
04-29-2002, 10:48 AM
Ohh!! Looking good!!!! The spaceship looks kinda cool, but it looks, uhm (damn, what's the word for it) not neat (as in not tidy). I'd go with cool new spacecrafts, or something that looks organic (heheh, an organic ship?!- check out rivendales' thread (http://www.cgtalk.com/showthread.php?s=&threadid=6780) )

And why did you change the sign on top of the restaurant? (Bubble burger?), but well...i don't know, It's not really cool...Perhaps a sign on top of the restaurant (a big one...:) Saying BUBBLE BURGER (is this the name?) and showing a....bubble burger?

Oh, and i think the restaurant is still kinda small comparing to the rest (except if it's just something like a order and pay at the register, outside)

toxichimp
05-08-2002, 12:30 AM
I know what you mean about the spaceship, it looks a bit too
70s, just a little too old. I tried changing that by adjusting the form of the ship and adding new lights. Also changed the colors and style to give it a more modern/futuristic look. Really could use some suggestions and comments on it. Because I'm all out of ideas. :(

Just seen rivendale's post (really like that model, very original and well done). But I can't turn it into a organic model :/ In the story the spaceship is made by the professor, outside the body. So it has to look mechanical.

As for the restaurant, I intended it to be that small for two reasons. Because we don't have that much time for this project we wanted to keep things simple. (which is also why I'm using cartoon shader, saves loads of time on texturing, lightning etc etc). And to keep the style not too complicated and simple (perhaps even sort of cute) for the kiddies... but the main reason is pretty much the first one since the faster we're done the faster we've got vacation :D

*Updated above*

Oh and about the sign, I'll give it a try :)

diazgl
05-08-2002, 04:01 PM
In that case, how about being more, mechanical? As in, more metallic, and placing the thrusters in a better place, as in to better support the ship. How about keeping the shape similar to this, making it less in width, and using only one thruster, located in the middle? And instead, the front part could be entirely a window (the windshield of the ship) instead of it being located at the top.

toxichimp
05-08-2002, 06:47 PM
I agree on that it should look more mechanical. I kinda feel like the whole concept of this spaceship is sort of ruined. I started out with a very rusty and weird looking spaceship as a concept, but ended it up with a sporty, clean look. So I'm still considering to keep this (because the deadline is closing in) or trash this and start over.

But first i'll go give some of those ideas a try, I really like the first two. Although I dunno about the window... that would completly change the model and I'd might aswell start over then :/ Tomorrow is the next team meeting and I'll bring it up to see what the rest thinks.

Thanks for the comments, I really appreciate it :)

hypercube
05-08-2002, 08:52 PM
Hi, been following along and thought I'd throw in my .02 (adjusted for inflation) :)

Love the char designs, those are a lot of fun and have a great vibe. I agree that less is more, esp. for that style.

As for the ship, only real probs that stuck out to me were things like the stray panels, and the thrusters seeming kind of 'old fashioned' vs. the rest of the ship..maybe if they were straight jets instead of props?

On a side note, have you ever seen Invader Zim? All-too-short lived, but they did tons of great simple/cool cel-shaded ships and all sorts of other things, might be a good source of inspiration. They even had a very cool inside-the-body episode.

diazgl
05-09-2002, 11:12 AM
hmm, i hope i'm not butting in too much, but here are some ideas of mine:
1-Make it resemble a whistle (oops, planet of the apes rip-off!!!)
2-Make it have a crab-like shape. I saw an article in popular science, that talked of nano-machines, that would aid the recovery of the patient inside the body, and they had these HUGE (granasia) the stuff they use in old clocks, which are round, and have teeth (damn, can't remember the word). Anyways, every joint in the crab-like robotic arm was one of those. It would definitely look as it was made of humans.
3-:

ramis
05-09-2002, 11:39 AM
Wow man, I really like the design of the two characters!
Only one thing, why the colors are so 'sad'? I mean, the red is no red, is something between red-grey... I think kids likes vivid colors, or just take a look at any pokemon chapter :P
Just saturate the colors a little more.

Very very good job! :thumbsup:

regards!
ramis

Jacko Cohen
05-09-2002, 02:12 PM
Yeah, Pokemon.Now there's some good art. *BLURGHHH* (me hurling my lunch)

Great design. keep it up.

About the white bloodcells. Kepp them simple. Just a badge and a nightstick - like british police.

vgta
05-09-2002, 09:29 PM
Been following up for a lil while, great work.
If I could add my 2cents, why a spaceship? why don't you make it like a hovercraft of some sort. That way
it travels through the liquids of the stomach, could make for some cool sequences too. Just a suggestion
Keep up the amazing work:beer:

diazgl
05-10-2002, 10:14 AM
hovercraft is not such a bad idea, but how would it hover when travelling "upwards"? I mean, i don't know how you got your scenes planned toxichip, but will everything be like, it's underwater, or will it be like a small "planet".

trask
05-10-2002, 03:15 PM
haha! badass!

you made those spikes perfect ..nice and subtle.

I actually like the spaceship how it is.


cant wait to see the animation!!:bounce:

tantor
05-10-2002, 08:12 PM
:bounce: nice nice
i likes the zimplicity of the characters. they 'talk'.
but why is the space ship getting complicated then?
just asking. :wavey:
t

toxichimp
05-11-2002, 07:13 PM
Time is really running out now, I have about 3 weeks for the other 2 locations, all the movies and the other characters. So gotta stop slacking and ceegee till I drop :p I really hope I can get everything that's planned ready before the deadline. So I guess I can't make any huge changes to the spaceship (But I'll probably find myself modifing it just a little bit anyway somewhere long after midnight :p).. Wish I could spend some more time on it, but gotta hurry up! :wip: :wip:

Still, thanks for all the suggestions... I really like the hoovercraft idea and the crab shape, but that's just too much work.

What I've been up too lately is finishing up the stumach, it's about 90% done now. Just a few tweaks, some more decorative objects and still have to add the characters.

Here it is;

http://members.ams.chello.nl/r.heijselaar/maagrender.jpg

Some closeups;
http://members.ams.chello.nl/r.heijselaar/tolrender.jpg
http://members.ams.chello.nl/r.heijselaar/gamerender.jpg


Diazgl: I don't mind anyone butting in :) The more suggestions and critism the better. :D

diazgl
05-11-2002, 09:46 PM
sweet stuff man!! great job!! Too bad time is running out. Well, since you don't have time to redesign your spaceship, you can might as well improve it. I've been meaning to ask you, shy isn't the color (cartoon shader) smooth? I mean, it looks like some stuff are crooked, and give a non-smooth dark-area texture. It's also visible from a long view, what's up with that?

toxichimp
05-11-2002, 11:03 PM
Fixing that is VERY easy, but the problem is rendering times... Well, watch the images, they'll explain it I guess :p

http://members.ams.chello.nl/r.heijselaar/shipbad.jpg
Subpatch level 4, rendering time 20 secs.


http://members.ams.chello.nl/r.heijselaar/shipgood.jpg
Subpatch level 10, rendering time 1min 10secs.

So all I need to do now is find a balance between reasonable rendering times and a good quality :)

Jacko Cohen
05-12-2002, 02:07 AM
I'm sorry but those images look the same to me. :shrug:
Sure if you look closely you can spot the difference but its miniscule and this is for animation so there's REALLY no difference.

toxichimp
05-13-2002, 01:37 PM
Your right about the anims, it will be moving rather fast so there I'll probably use the subpatch level 4.

The problem is when I use still images, there it just has to look smooth. And since in the game you click and then it zooms in to the location they must look the same.

Hope you see my point :hmm:

Jacko Cohen
05-13-2002, 09:39 PM
1. At first glance I couldn't even teel the difference between the two images. I had to really look. So IMO no one else will notice either (except for nitpickers and they'll always find something ;) ).

2. If its only for stills - render times aren't that bad.

3. I do see your point. I just think its one of those things that comes from looking at your work too long. The beauty of your work comes from its simplicity. Don't fret over something so meaningless (IMHO).

ps. If render times are still too high you could try a lower subpatch level. Why jump from level 4 to level 10?

pps. I actually like the unsmoothed version better. It looks less ... smooth :p

diazgl
05-14-2002, 01:01 PM
i'd hate to be a drag, but the difference is visible. Now, you are completely right though, cos in the game it's prolly not gonna be visible.

toxichimp
05-15-2002, 05:01 PM
What I've done for the stumach scene is change the subpatch level of the islands to 6 and the spaceship still is 4, since it really doesn't make any diffrence at this distance. Render times are for 120 frames about 2 hours... still loads but that's just my out-of-date pc I think :p

Here's a test animation of the spaceship landing on its island. What I still want to add is some particle effects on the landing, some smoke, fire or perhaps both.

http://members.ams.chello.nl/r.heijselaar/maagindivx.avi

Divx 5 required

Tell me what you all think! :) And anything that could be improved.

Jacko: You'll see what I mean now I think. Stills sync with the animation. So that's why subpatch levels have to be the same.

Jacko Cohen
05-15-2002, 10:44 PM
I don't think the sync matters. You always get a loss of quality when jumping to video (from compression). This sort of glitch is accepted. An additional 'glitch' due to diffrent subD levels will be momentary and vanish in the animation.

Most people wont notice what you notice. Its like movies - you can tell cg effects but normal people don't. And if they do they dont mind.

I mean if you're on a deadline you can leave this as is and move on to more pressing stuff.

IMHO :)

toxichimp
05-15-2002, 11:59 PM
I dunno... you might be right, but I do think some parts will be noticed to "normal people :p" as looking weird or not smooth. Although they wouldn't be able to point out what it is exactly.

Ok, I'm gonna give this theory a shot. Gonna show it in my classroom to all the non-cg website designers or non-designers and see if they'll notice the diffrence. :p

Got 5 bucks on "they'll notice"! :hmm:

Yaks
05-17-2002, 01:47 AM
when can i see your finished product???

MAXer3D
05-17-2002, 03:21 AM
Hi

Nice work:thumbsup:

For Korgath: http://www.3dluvr.com/content/artz/3dsmax/std/toontorial.php


:)

toxichimp
05-17-2002, 08:07 AM
Just lost my 5 bucks, some didn't notice a thing :p Although some did see the diffrence but still said to go for the lower quality one.

As for the finished product, I'm afraid I can't post it. Altogether it would barely fit on 1 cd. But perhaps I could put things on very low quality and only 1 location so I can post it on my 10mb max webspace. If not I'll just post a load of screenshots :)

toxichimp
05-17-2002, 09:58 PM
Not much of an update but just a few new renders made for the minigames.

http://members.ams.chello.nl/r.heijselaar/renders.jpg

hypercube
05-18-2002, 12:42 AM
Cool! The little flying guys are awesome. What kind of cell are they? :)

As for the divisions thing, it is sometimes the 'lumpy shading' which gives away cel shaded stuff, or makes it seem less like someone drew it, since conscious decisions aren't being made every frame as to where to shade, and it can look posterized. So more is definitely better, but everything's got to have a break-even point. I think the stuff looks very cool as it is and when it's all moving and zipping around etc. it should just look great and no one will mind at all. The style makes it.

Look forward to seeing more, even if we can't see all of it. Where is the game going to be released?

Jacko Cohen
05-18-2002, 01:17 AM
Ha ha :D glad to hear it.

I guess that means you owe me 5 bucks. :p I'll hold you to that.

Cool blue guys. How about some white blood cell shots.

Yaks
05-18-2002, 07:44 AM
oh,but i don't know your web add!!!

toxichimp
05-19-2002, 01:57 AM
The blue ones are enzyms, don't know if that's the english word though :P. If not, I mean the ones that "chew up" your food so it's easier to digest.

And the game is nothing more than a school project, so it won't be released. I wish.. :annoyed:

I'll put up the white blood cell soon. I'm still not sure if I should spend some time building one or just take the red bloodcell and simply make it white.

No worries yaks :) I'll post it here ones it's done.

http://members.ams.chello.nl/r.heijselaar/hartrender.jpg

The heart :)

Irie
05-19-2002, 03:52 AM
Simply beautiful work.

Thank you for the inspiration

irie

OZ
05-19-2002, 02:08 PM
U have icredible design skills!!!!this is one of the most kickass works i ever seen (i look at cgi from 20 years...):thumbsup: ............really amazing.

diazgl
05-23-2002, 01:22 PM
wow man, very impressive job!! Your enzymes are GREAT!! They have this weird aura around them...:) I imagine dozens of little enzymes, chewing up food, as soon as it gets in the stomach!! Very nice job!!

toxichimp
05-27-2002, 11:39 AM
Thanks for the comments :)

Here's some renders to see what color fits the white blue cells the most. Right now I'm leaning towards the green/yellow.

I really had the same image in my mind, diazgl. First I was planning to give them a cute smile, make them come into screen one by one and then they all open their mouthes which show huge spikey teeth :D But the deadline made me trash that idea :annoyed:

toxichimp
05-27-2002, 11:50 AM
oops :/ Ok, another try then...

hypercube
05-27-2002, 12:00 PM
Hey cool! Dig their lil rayguns. I think the red might be a bit more menacing, but the green and yellow is nice and a little less colour-contaminating.

Just a thought, is there a way you could make them maybe a little burlier? They're adorable right now, just thinking in the same way you made the enzymes a little smaller..or maybe just something else to give a soldier/warrior impression along with the gun.

diazgl
05-27-2002, 05:47 PM
uhm, damn, this is the first time i'm ditchin you man [sorry!]. IMO, they prolly shouldn't carry any guns, just fire laser with their hands (bring their hands together to one another, and shoot, sorta like in DB). I think they are way to cute and small to hold a gun as such in their hands. And, so that you wont say that I don't give constructive critisism, i'd go with the yellow/light blue combination, but with the dots on the front of the gun, ALSO being yellow, instead of light blue.

Jacko Cohen
05-27-2002, 07:45 PM
Don't mean to be too presumtios [spell] but I've alway pictured him like this. About a head taller than the reds but with same size head - burlier.

ilasolomon
05-28-2002, 12:25 AM
i like the style very much, also the gun is excelent! :)
well, i'm dying to see the complete work.
hmm,...where are my stars?...aha...one, two...aha...right...5 stars for you!

toxichimp
05-28-2002, 01:08 PM
Hypercube: Made it a bit bigger now, and now I'm planning to put on more tentacles and perhaps shoulderpads or something like that. Not sure about the shoulderpads though, might make the model look a bit complicated, and not fit in with the other characters. But worth a try :D Also, I wanted to do something with the eyes, I think that makes it look so friggin cute :p

Diazgl: I know what you mean, so I gotta choose between trashing the gun or making it less cute. And I think I'll go for the last one :/ I made the gun a bit smaller now so it fits the character better I think. Also, I dunno about the db idea... It sounds good but I wanna give the gun a try, because I think it will turn out to look very cool (escpecialy in the action scenes).

But now that you mentioned it, I think it would look REALLY kewl with the infected bloodcells. And ones hit by the laser (or something like that) other cells and enzyms turn infected aswell.

Jacko: I imagined it like that aswell, the first concept was a swat like helmet and a small gun. But after that I changed it to sort of a ghostbuster style. A backpack connected to the gun which shoots bubbles or balls of antidote. I scraped the backpack because I thought it would be hard to get the wire between backpack and the gun moving right, along with the white cells movement. But might give it a shot anyway if I can get the heart and brain done without any problems :)

Ok, here's the result of the tweeking;

http://members.ams.chello.nl/r.heijselaar/wittebloedcelcomp.jpg

Put in the red bloodcell for scale and thought I'd add the enzym too while I was at it :p

Also, updated the heart in a few posts back.

Hasch2o
05-28-2002, 01:24 PM
I really love to follow this thread!!!! every time i come
back, i see a new beautiful idea or a new pic from toxichimp!!

this work is amazing!!!! I just love these cute-blue-small....
whatever-figures!!!! they are amazing

greetz H-2-O

Yaks
05-30-2002, 09:55 AM
i'm so glad to see your new part and new picture when i come again,you will give me some pleasantly surprised !
go on

Aura
05-30-2002, 12:16 PM
Glad to see your update! Love the cool family and their funny gun!

toxichimp
05-31-2002, 06:48 PM
Updated the white bloodcell, added tenticles and made his shoulders a bit bigger. But the size of the head pretty much ruined that last change :P Really looks the same.

I think I'm gonna keep him this way now, we've got till thursday to finish the project so really gotta hurry up. Still have one location and an intro to make. Also, I have some animations, but those are pretty much just zoomins anyway, nothing really spectacular. I've rendered them at school so can't upload em before monday :/

And that's about it. I did make alot of renders for the minigames, but those aren't that special either.

diazgl
05-31-2002, 07:20 PM
man, this is why i love you man!! One little change on your character, and the gun is fitting, genius, honestly. Looks much better this time. All of best luck for you man!

toxichimp
06-05-2002, 12:08 AM
Thanks, glad you liked it :)

The deadline is getting really close now, the workfiles need to be done by thursday and we've got till monday to finish the cd.

So I have to finish the brains before thursday :/ Problems I've found so far is the the black edges not being rendered around the background compisition (atleast not enough, they're a bit thin). I think it's because alpha maps don't include edges... so still need a way to fix that...

http://members.ams.chello.nl/r.heijselaar/rockrender.jpg

spunkman
06-05-2002, 02:41 AM
:applause: :applause: :applause:

diazgl
06-05-2002, 07:04 AM
cool pic!! i dont see the problem with it toxichimp....

toxichimp
06-05-2002, 02:46 PM
It's hard to see here, but in the animations (wich will be lower quality) it shows alot more... the bridge on the back has sort of a blueish ambient over it, it just doesn't fit right. you can see it in the screenshot a little.

But no worries :D My 3d teach helped me out and I know a way to fix it... He even had a name for it, blue distort or something :p

I'll post a clearer shot when I get home :)

tobalno3
06-05-2002, 08:14 PM
i like your style keep it up and i cant wait to see some animations.

toxichimp
06-05-2002, 11:39 PM
An update on the brain;

http://members.ams.chello.nl/r.heijselaar/hersenmainweb.jpg

And a fixed 1280x960 shot of the intro sequence. Edges on the right side of the distant rock are still a bit messy though :annoyed: ..

http://members.ams.chello.nl/r.heijselaar/rockrender1280.jpg


Well, character animations will be done by monday I think... Gonna be my first try at IK so hope it'll look atleast half decent :/

hypercube
06-06-2002, 12:13 AM
Kickass. You continue to come up with really great/stylish designs and environments. I dig the little neurons(?) or brain-worker type guys too. I like the clustering of the village and the little hangy bits and cables, nice balance.

Good luck on finishing up, hope to see more once you're out of the crunch :)

visionmaster
06-06-2002, 12:21 AM
gogogo
very very good.
:bounce:
want to see more :thumbsup:

toxichimp
06-07-2002, 06:15 PM
Glad that part looked good hypercube, because it was hell to make :p Tried some cloning tools but that just didn't give a good result, so placed them all in about 8 diffrent layers. Since moving them all together on my P2 500mhz got me with a 5 seconds delay on every move :annoyed: ....

Here's what i've been up to so far;

http://members.ams.chello.nl/r.heijselaar/incomp.avi (Good looking and 2.3 mb)

http://members.ams.chello.nl/r.heijselaar/incomplowq.avi (Butt ugly and 500 kb)

Both require divx 5

Their nothing special really but all I've got so far :) Oh and some zoom movies but those are just too simple :p

What do you guys think of the smoke in the stumach scene? Keep it and apply everywhere or drop it and don't change the other ones? Right now I'm thinking of loosing it because it looks a bit fake :/

tobalno3
06-07-2002, 06:23 PM
what 3d app are you using and what renderer?

oh and it looks good but are there some shots missing from your avi..cause that's what it looks like to me?

and are you going to go back and put some more animation on your characters...(that would liven things up a bit!!!!)

harmonic01
06-07-2002, 06:40 PM
That's awesome, and I do like the smoke

:bounce: :bounce: :bounce:

tobalno3
06-07-2002, 07:07 PM
toxic...btw...

tell me you've seen osmosis jones? if you haven't then it's a must for you!!!

diazgl
06-07-2002, 07:29 PM
great job toxichimp!!! love it!! I dont know about the smoke, it doesn't look all that bad, but too fitting either. It has a different feel than all the rest....Maybe if it was cel? Oh, and something else you could do, when the ship lands, shouldn't the yellow glowy stuff on the back (boosters) turn off?

toxichimp
06-07-2002, 07:58 PM
tobalno3: Lightwave 7 and lightwave 7 =) As for the missing scenes I dunno, should all be in there. Maybe it's divx 5, it gave me some weird errors with scenes just being cut off aswell. Could also be my bad post-production skills :p

And at first I wanted to have characters walking around, but I didn't know anything about IK then (and still very little) so that sorta failed.

And nope. Not gonna change the characters, got 1 weekend left and don't have the time to render the whole scenes all over again (they take up to 5-6 hours here :annoyed: ). Wich really sucks because there really are quiet alot of things I wanted to change. But oh well, still might ones this project is all over ... Also wanna change the final scene perhaps, wich was done very hasty.

And as for osmosis jones planned that a long time ago hehe (about 4 people recommended it now :p). wanted to rent it but it isn't out yet here in holland. It's not gonna be in the cinemas and only on video.

Diazgl: That's what I thought aswell, it's pretty much the only "gradiant" :P looking thing in the scene.

And that last thing sounds really kewl :D With the sound of a engine turning off. And won't take long to render since I'll only have to render the last few frames, and then glue it on the first part...

K, gonna go give those a try ones I get done with the cockpit and the intro + outro o)

Harmonic: Thanks =) So that's 1-1 for the smoke :annoyed: Need more opinions! hehe



Lol, couldn't even post this because it had too many smilies;

You have included too many images in your signature or in your previous post blah blah

Images include use of smilies, blah blah

...Ok, "censored" some smilies now =P

tobalno3
06-07-2002, 08:13 PM
okay...well if you're not missing any scenes then what's your story about...is it just this vehicle flying around or is there more that will be included.

could i get a small story synopsis cause you showed us characters with your different posts here on cgtalk but there isn't any character interaction in your avi.

soo....what are u doing this for college, work, side-project, etc.??


also some suggestions if you never though about it. with your ship you've got two like propellar things in the back...that'd be cool if they spun (clockwise for going foward and when you reverse you could have them turn counter-clockwise.)

and when you land they would slow down as necessary then eventually shut off.

too bad you're using lightwave..if you were using max i'd be able to help you with the ik system..:shrug:

another suggestion - for the time being until you learn ik in light wave all your camera angles (if you only have a few characters on the screen) could be medium to close up shots. that way you wouldn't have to worry about the feet and you could still animate people moving. (of course this would be just a temporary fix.)

overall it looks good i just wish you had some character interaction...

tobalno3
06-07-2002, 08:23 PM
also...some critques on your ship.

i think the smoke looks fine and fits with the style well (just my opinion); however, if you're going to use smoke for one landing then you should use it for all of the landings.

on your landings:

1. when the ship backs up have the nose go up and when it goes forward have the nose point down (use helicopters for movement reference; that's what i think your ship most moves like in the real world.)

2. you landings have a small bounce (great) now change the timing the bounce going down is the same as the bounce going up. think about it if your gravity has any effect in your world things going down will move faster than thinks going up. so lengthen the ship going back up out (in max it would just be a simple adjustment of moving the key frame farther over.) also..put more slow-ins- and slow-outs on the bouncing.

if i think of anything else im pretty sure i'll put it down.

once again good stuff and nice style.

hypercube
06-07-2002, 08:38 PM
Cool! :thumbsup:

I think the motion of the ship works fine, with the thrusters on top that's how I'd see it moving. It is awkward on the landing at the restaurant and brain though, seems like on the first one it comes in rotating one way and then abruptly rotates the other, then in the brain it flies way past the platform and then backs up onto it. The landing in the heart totally nails it though.

I agree on the spring up down, but in the scheme of things it seemed fine. And FWIW I do like the little steam/smoke coming out on the landing, it doesn't look super real but it fits in great with the overall look.

Really would be great to see all the little dudes moving and stuff..I like the guy watching the ship fly by. But, you do what you can in the time you can, like life :hmm: I wanna see the evil cell in action for sure though, even if you have to do it later :D

Keep on keepin' on..

ambient-whisper
06-08-2002, 02:37 AM
cant believe ive missed this thread completely. beautiful work man. reminds me a bit of molly the star racer.

diazgl
06-08-2002, 12:38 PM
AAAAAAa, i LOVE molly star racer!!! Too bad it's not on cyprus telly.


Ooops, sorry got carried away, uhm, keep it up toxichimp!!

mikesnail
06-08-2002, 12:52 PM
is molly star racer comin onto english tv? or is there somewhere i can download the episodes?

MonkeyBoy
06-08-2002, 07:20 PM
These are wonderful character designs.

Will you be able to post the completed game online anywhere for people to try out. I love this kind of stuff (educational kids games, done well).

Skilly.

toxichimp
06-08-2002, 07:47 PM
tobalno3: The animation was just a couple of renders, no real storyline. But even when it's finished it won't have a very big storyline.. It's gonna be for an educative game, we're trying to make a game that teaches in a fun way (isn't every company trying that these days :p). All of this is for a school project..

Good idea on the character animations, I'll definatly use that. But as for the vehicle I dunno... time is really running out now so don't think i'll come to that (I'm not even sure if I can put some of those previeus ideas to work before the deadline, probably not :annoyed: ).. Still gonna change them after the project just for the sake of practice.

Hypercube: The weird rotating and bouncing is a side-effect on the TCB spline movement. Wich I didn't know how to fix until now, it's all in the graph editor. Can't believe I didn't come up with that sooner... :p

Hope I'll have some time to fix that.

Diazgl: That sounds like one of those old My little pony and barbie-like cartoon shows. Please tell me I'm wrong :argh:

toxichimp
06-08-2002, 08:05 PM
I can't put the whole thing online, at this point we're hoping it will fit on 1 cd. But I'll try to cut down quality and only put up 1 location :) Still will be around 30 mb though. Oh, and it will be dutch :p

Forgot to post this, but here's what I've been up too. It's sort of a database system. Done in photoshop (with the use of some pwetty standard filters and textures :rolleyes: )

http://members.ams.chello.nl/r.heijselaar/bieb3.jpg

ambient-whisper
06-08-2002, 09:56 PM
toxichimp, this is what diazgl and i were talkign about.
if you seen the trailer for this show then youd see the resemblence (sp?) :)
http://www.savtheworld.com/molly/molly.jpg

toxichimp
06-08-2002, 10:23 PM
Think i've seen that before :D I remember someone at school watching the trailer. Cg combined with painted backgrounds right? oh, and anime style (but that's pretty clear from the pic too hehe)

But, where can I get the trailer? couldn't find the website :/

toxichimp
06-08-2002, 10:34 PM
Oh, nevermind... found it :D And loving it! :love: Great style, wish I could make stuff like that...

And wanna know the same thing :D Where to download those episodes...

diazgl
06-08-2002, 11:29 PM
hehhe, man, molly, i saw the trailer, and I was sooooooooooo blown away....apart from the fact that i LOVE japanese!!

back to you: kickass info screen!! looks so damn fitting, i love it!! I wont be able to ddl the game, but I sure as will ask henry to do it (he's got dsl...:) )

hypercube
06-08-2002, 11:37 PM
Cool info screen :) Do the little circles and stuff animate, char spinarounds, that kind of thing? Light feel and fits the style.

And yes on the side note of note, Molly rocks! :buttrock: Haven't heard or seen anything about it since the trailer, really want to see the series. Some of the most genius/spot-on anime style since Avalon. The timing is amazing. :love:

Anyway, back to the program..look forward to seeing the location in action! DSL is the only way to fly. :D

toxichimp
06-09-2002, 01:28 AM
Hypercube: Yup :) The thing in the lower right corner will rotate and change from wireframe to just solid. The other effects all depend on free time left :/

As for molly :) according to my girlfriend it's every saturday at around 10-11 am at bbc (cbbc). She saw it this morning, really a conisidence because I was letting her hear the soundtrack over the phone and later she told me she seen a 3d anime series with a red haired girl :p

So there you go! Started last week according to my brother-in-laws girlfriend :D

ambient-whisper
06-09-2002, 02:16 AM
huh? the show isnt supposed to be out till late 2003 -early 2004

http://www.savtheworld.com/kidscreen.html

http://www.pocketmovies.net/detail_227.html

toxichimp
06-09-2002, 02:20 AM
Ehhhm, thas weird. Guess their wrong :surprised:

Gonna check next week anyway I guess, perhaps it was just a trailer in commercial form.

diazgl
06-09-2002, 08:47 AM
oooooh, you mean the character will do that? cool!! damn, i'd love to play the game. Btw, since it's a game, it needs programming, right? who'll do that?

toxichimp
06-09-2002, 12:44 PM
We're making this in a team of 3, so my teammate does all the scripting. The other one does the sound, and I'm (you probably already guessed :p) doing the 3d graphics. All the other graphics like icons, layout and printwork are devided between the 3 of us.

Rogue
06-09-2002, 04:25 PM
Wow. Wonderful stuff. I didn't have time to read the whole thread (it's long). But I was able to view the imagery. Great work. As for the characters....they totally rock!!!! I love the design and they have tons of personality. Excellent work. :thumbsup:

Rivendale
06-09-2002, 06:26 PM
Yes, I agree with Rogue!http://members.chello.se/mille0/fanig.gif Great stuuf!

capblood
06-11-2002, 03:14 PM
Originally posted by Korgath
Cool... I love cellshading. Anyone knows how to achieve it in max?
I've tried to make a material, but the result is lacking...

Anyway, very nice concept! :thumbsup:


Try Digimation Illustrate or CartoonReyes.

tobalno3
06-11-2002, 03:16 PM
cel-shading......yeah.....ohhhhhhh

toxichimp
06-12-2002, 03:13 PM
Ok, it's finally finished... don't ask how but it's finished :p Didn't really turn out as planned but it's still pretty decent.

Tomorrow is the presentation and after that I'll try to upload some of the ingame stuff. Oh, and I'm gonna post the grades we've got for this on friday :)

For now I only have the intro available. And like the rest, it didn't turn out as planned but still looks a bit decent :D Just a bit... :hmm:

http://members.ams.chello.nl/r.heijselaar/introdivx.avi

about 2 mbs in divx 5

Rivendale
06-16-2002, 03:12 PM
Looks great! I love it. Can you make the whole thing available, please?:bowdown:

pabbloz
06-16-2002, 08:54 PM
really good!
I would like follow this thread! keep updating! :)

Britton
06-16-2002, 09:50 PM
Hey toxichimp
I only just started reading this thread, but from what you've shown I really like the designs. Especially the heart, that's a pretty perfect representation! Only thing is with that, there should be some sort of means of propulsion for whatever the red blood cells will be riding those tracks on. Off the top of my head I'm tihnking something like what hot-wheels tracks use to push the cars, two rotating wheels on either side of the track which shoot the cars forward. Otherwise I like it!
Also, you should try to make the white blood cell a little more badass. The gun and dreads are perfect, but I feel like you should bulk him up a bit.
...but at the end of the day this is your project, so what I think doesn't really matter.
Kee up the nice work!

dark_lotus
06-16-2002, 10:52 PM
Very Very Very Cool.

Excellent use of the cel shader!!

I esp like the infected blood cells!!!


:deal:

hypercube
06-17-2002, 03:20 AM
Damn, missed you posting the intro..that's great! I love the snoozing mouth animation.

Hope you can post more at some point :D

gaggle
06-17-2002, 12:27 PM
I'll offer my incredibly slow server if you want some hosting? I can easily spare a gig or so for a few months, years, whatever. Just pondering if you'd be able to use that.

Mail me if it has any interest.

I'm very fond of the style, I'm in the process of making my own toon-character no less, and seeing your stuff is quite inspirational.

toxichimp
06-18-2002, 06:32 PM
Rivendale: working on it :D

Paddloz: It's pretty much over now. Perhaps only a few changes just for the practice.

Britton: Well, crits are always welcome. But for now I really need a break from this, I actually still got the ingame music in my head :annoyed:

dark_lotus: Thanks!

hypercube: The snoozing animation was done reeeeally easy, it's a morph animation from one layer to another. The morph function really can do more then I thought.

gaggle: That would be great, thanks alot for the offer. Emailing now :D

diazgl
06-18-2002, 08:43 PM
great mate! sorry it took me this long to check it out, been really busy....

I guess the part i dont like is the size of the ship outside the girl's body, and the way it just disappears through her tongue...:)

Great job though.

tobalno3
06-18-2002, 08:56 PM
once again nice feel and look for the animation.


suggestions:

1. i think you should offset the breathing movement of the body and the head. let the body move up first then maybe 4 - 10 frames later have the head move.

2. the ship does seem a bit large in comparision to her mouth. think about how small the ship actually has to be to move through blood vessels and arteries.

3. try smoothing out the ship's movements before it enters the girl's mouth.

4. you might want to play with the idea of having the blue guys jump (errr...float) out of the way of the ship as if "jumping for their life." plus you may want to show a surprised and/or curious emtion towards the ship. ("what's this foreign object doing in THIS body??!!")

anyway...like i said...cool stuff.

toxichimp
06-20-2002, 02:02 PM
It's online :D

You can get the game files and a seperate zip for the movies here;

http://gaggle.dhs.org/hosted/toxichimp

It works without the movies pretty good, you'll just need to click away all of the "can't find .avi" errors.

If you did download the movies, just put all of them together with the game files in 1 directory and it should work fine. The quality is rather bad and divx 5 is required. If anyone is interested (and if it isn't too much mbs) I'll upload the high quality ones. But that will come around 400mb unzipped.

Additional credits :) ;

Stefan van der Klooster - Layout, all sounds, additional 2d graphic work
Pamela Inostroza - Scripting, minigames both scripting and 2d graphics.

Diazgl: Your right :p I was planning to show that part as a flyby of the ship with a very high amount of DOF. But there just wasn't enough time for that :/ And shrinking it even more in that frame would make it 1 black dot looking more like a fly then a ship.

blankslatejoe
06-20-2002, 02:16 PM
Originally posted by 3disciple
I can picture your game on a next gen console as an action platformer!!!

I'm thinking fps.

diazgl
06-20-2002, 08:26 PM
how am I gonna ddl THIS? HENRY!!!

gaggle
06-20-2002, 08:34 PM
Originally posted by toxichimp
[B]It's online :D
You can get the game files and a seperate zip for the movies here;
http://gaggle.dhs.org/hosted/toxichimp


Just saw the vids, count me in as a vote for seeing the high-quality ones. They're perfectly viewable as is though.

I like it! Considering your timerestraints I'm glad to see every scene more or less has the same lack of animation. It'd be cool to have more stuff going on, I'm just saying at least one scene wasn't all busy and the rest frozen. As it is now it comes off as a sort of style.

I think the design is awsome, the ship fits very nice. And you even see it being beamed down to minisize behind the glass of the sleeping test-subject, awyeh :)
There was some talk about wether the white blood cells ought to carry weapons some pages back, I just thought I'd throw my opinion in now. I think weapons fits better..at least just looking at the videos here the red and white cells looks quite similar despite the colorchange, and the weapon really adds to the idea that the white cell is the warrior of the two. I'm perfectly fine with the idea of the evil badguys shooting beams or whatnot out of their hands (ohyeah, no badguys are present in the zip, howcome?).

But overall I'm digging the feel to each scene, they all feel very unique and well-made, with the right amount of visual clutter to keep things simple, yet not looking barren.

Jonnyp
07-01-2002, 06:51 AM
HAve to say that I love the styling and just looking at this stuff has inspired me to register and post a reply to tell you that this work of yours hit me in a good way!

Love the character designs - and great use of the toon Shader . . . I'm prettymuch a newbie to 3d - I've dabbled in Maya a little . . . but this thread is helping kickstart my brain to kick my ass into gear and get to work on some cool ass stuff!

thx!:applause:

RobinOberg
07-01-2002, 10:29 AM
so, hows it going now?
any nice updates or progress on the game?

toxichimp
07-01-2002, 08:23 PM
No progress :/ We really needed a break from this hehe. I do hope we'll be finishing it up, getting all the bugs out and put in everything we trashed because of the deadline. But I know for sure I'll finish, edit and remake some or even most of the 3d stuff :)

Right now I moved on to other things, basicly because I've been working on it so hard I've really had it with all the cute bloodcells and bright colors. :hmm:

Also, I forgot to post my thoughts of tobalno3s crits in my last reply, so here goes :) :

1. I did it all in a hurry, so I made it in one morph animation, from one object to another. But I'll be sure to give this is a shot, since it'll only require to break up the object, nothing more.

2. Same as the previeus post hehe, making it smaller really made it look like a fly :/

3. I've been adjusting that quiet some time. But I really messed it up most of time instead of improving it.

4. On the to-do list hehe

johnnyp: I know what you mean, places like this are great to get some inspiration :)

gaggle: Thanks alot, both for the comments and the webspace :D As for the bad guys, I thought the same... in the start I had really big cinematics with the evil bloodcells planned, but it ended up with none at all.. this is one of the first things that I wanna work on, since it'll really improve the storyline.

esperanto
07-04-2002, 04:26 PM
i love them!!
especialy the evil one!!!
:applause: :applause:

toxichimp
07-10-2002, 07:59 PM
Now this isn't much of an update, but thought I post it anyway :p. I made them for my interview at my stage company (dunno if I said that right in english :p If not, the place where I'll be an intern).

They had to be printed so they were actually larger than this, 2000x1500 for most. Took me ages to render :annoyed: ... most of em are 1024x768 and around 100-200kb now.

The red bloodcell (http://members.ams.chello.nl/r.heijselaar/hr/bloedcelhr.jpg)

White one, and the impuls (http://members.ams.chello.nl/r.heijselaar/hr/wbloedimpulshr.jpg)

The brain (http://members.ams.chello.nl/r.heijselaar/hr/hersenenhr.jpg)

The heart (http://members.ams.chello.nl/r.heijselaar/hr/harthr.jpg)

Libary system (http://members.ams.chello.nl/r.heijselaar/hr/biebfinalhr.jpg)

Liesje, the little girl from the intro (http://members.ams.chello.nl/r.heijselaar/hr/liesjehr.jpg)

Now back to the challenge section :p Some amazing stuff being created there :D *me points at ZrO-1.

RobinOberg
07-10-2002, 09:42 PM
i love the design, especially on the nerv impulse d00ds (the yellow ones).

are the models made up of trigons only? (polygons with three vertices) if so, why? is it easier to animate?

toxichimp
07-10-2002, 10:20 PM
Thanks :)

It's all modelled in quads. But ones subdived it turns into trigons, which in a way makes it easier to animate. Because quads make errors when animated, in an animated model they just dissapear and leave holes in the mesh. While tris will keep everything nice and smooth :)

urgaffel
07-11-2002, 09:09 AM
I really like the design. They looks so cute and lively :)

Larry_g1s
07-15-2002, 06:09 PM
I don't know where to even begin to complement your work. It's outstand! It's so simple, but full of character. You've got a great eye for this stuff. It's very inspiring. :thumbsup:

CGTalk Moderation
01-13-2006, 03:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.