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tournamentdan

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  1. tournamentdan
    I just recently purchased Driver-San Francisco. I did like the concept of the game, but it reminded me on how I like to race around and crash into things. I think I finally decided that I would like to make a Driver/GTA type of game. The only problem that I was coming up with was that I could not afford to pay to license thirty different cars and I did not want to make a bunch of cars that nobody has seen before. So I did a little research.
    I did not know that recently the supreme court sided with video game companies and ruled that video games have Freedom of speech rights. If you would like to read the full pdf of the ruling I will post at the bottom. Here is a quick quote.
    I did a little more digging to try and find just what my rights could be and I found this article.

     
    Although I might not like a lot of what EA has done in the past, I am sure glade that there are big studios out there that have enough money to fight these things in court. So what does this all mean after you have read the above article. It means there are still some gray areas. It seams that if your game focuses on one licensed product or is centralized in one area, you still need to license the copyrighted object. Like EA's "Need For Speed" game. It only focuses on driving the cars and that is why EA still license all the cars in "Need For Speed". But if the object is only a small part and you do not really focus on it.( Like in Battle Field3)You will not have to license it. Which is why EA is fighting the helicopter manufacturer.
    So with this in mind I am now planning my Driver/GTA type game. I have decided it will have lots of plot to it and hopefully it will have plenty of excitement to it. Below is a few pictures of a early "wip" of a 65 Shelby GT-350R that I started in the last hour.



     
     
    Link to court ruling pdf.http://edge-cache.kotaku.com/kotaku/pdf/08-1448.pdf

  2. tournamentdan
    Well I have been able to work a couple more hours this week on my characters. I seem to be all over the board when it comes to work flow. A little here a little there. The base mesh for the body is done and with hair weighs in at 4,620 triangles. I am happy with the detail with the normal maps although the one on the mesh right now can be unwrapped better to get rid of the bad pixelation around the eyes and mouth. I just threw it together to test. The high poly character is around 55,000 triangles and is only good for making texture maps and cinematic scenes. I was thinking of using this base mesh for the top LOD, but since I was able to cut the polys down I think I will add one more LOD higher and place a higher poly head(around 5,000) on the base mesh body so in the future maybe play around with facial animation in game.
     
    Below in the first pic is the low poly base mesh on the left and high poly head on right.

     
    I know you can see the scalp between the hairs and I plan to just place a material the same color of the hair on the scalp cap.

     
     
    Next one The low poly has no normal map so you can see the difference.

     
    Any comments questions are welcome.
     
     
    EDIT: forgot wire frame pics
    http://leadwerks.com/werkspace/uploads/1305046483/gallery_570_95_58848.png
     
    http://leadwerks.com/werkspace/uploads/1305046483/gallery_570_95_266193.png
  3. tournamentdan
    It has been a while. I have been very busy and unfortunately that means I have not been modeling much. Not as much as I would like. I still with about one or two hours a week have about 20 to 30 models 70 percent done. I know, I for some reason have a problem with getting bored and moving on to another model. If I want to go any where with this stuff I will have to kick this in the butt soon. The models that I have made was a nice learning process since I have modeled for a while, I have never really done anything for games. Everything should go a little faster since what I have been doing is figuring a way to best optimize the mesh for each model. I have redone my character mesh since last post. I was getting nice results with my old mesh but the deformation in the elbows and knees were just terrible. So I added a loop here and there and I am getting great results. The LOD3 has 4,900 triangles. (My LOD range is 1 the lowest) I am happy with the amount of polys and I could probably cut some out here and there. I am going to leave it were it is since the normal maps are creating a lot of detail. Since I have kept the polys low I plan to make a LOD higher(LOD4) and really the only difference will be the head. The only real reason for the LOD4 is so I can do facial animation. I some times seem to over do things and the head weighs in at around 4,000 triangles. Now that I have gone back and looked it over.The two ears together are around 1,000 and since I am not really planning to do any ear animation I can cut a bunch out there. Other than that I am going to keep everything the same. I know 3,200 triangles sound rather large when it comes to just a head. I would like to create character models that will rival AAA games or even exceed them. So the top LOD will be at around 8,100 and that is pretty good.
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