Hi guys,
Just wanted to open this up - Over the next 5-6 months in my spare time im going to be building a character with a budget that some would consider rediculous. [:D]
Im thinking somewhere in the vicinity of 25,000 Tris for the Knight and about 15,000 - 25,000 Tris for his mount. Not to mention a plethora of 2048 or possibly 4096 textures.
I plan on modelling and texturing him naked ( with loincloth [:p] ) basically in a paper doll format, with each piece of armour modelled as a seperate entity in order for some in-game tech to perform things like smashing pieces of his armour off if he takes a heavy blow.
Wow just thinking about those possibilities makes me drool. [:0] Imagine running around in game and seeing a warrior with a massive suit of armour and on one side a massive smash / dent / claw mark... youd be like [:0] i wonder what did that *gulp*.
Rediculous! I hear you say. Well I have no idea when in-game characters will get this proposterus - but im going to take a stab at it now anyway. By Christmas I hope to have an amazing piece of work.
Stay Tuned...
Denz: 6 months should be about right - at maybe an hour or 2 every weekend night I think accurately by around christmas I should have something thats not too shabby.
Heres the first progress - just a screengrab straight out of max.
Not really focussing too much on flow and topology just yet. Will wait until more of this guy is blocked out.
Spot the 5 sided polygon! [:D]
[img]http://www.sumea.com.au/forum/attached/hazard/200561965345_Wyvern_Knigh…]
Hey, nice project! I admire the dedication [:)]
START RANT! WOO! Judging by current progression and trends, those specs should be hit in around 3 years. (*edit* just to clarify, that's 3 years 'til we hit that in dev, so plus another 2-3 years 'til that hits market) That's just based off a linear progression though, but I kind of expect another branching like what pixel shaders introduced (possibility of multiple passes, normal mapping, viable material effects etc). So, for example, instead of using 4096's, we most probably will be looking at 2048's with a lot of different material passes like:
diffuse
spec
gloss (as in reflective glossiness, not specular "gloss")
emmission
translucency
transparency and IOR combos
plus any custom based fx pass such as micro virtual displacement in place of bump mapping and for fur effects, or fresnel based "peach fuzz" type effects.
We can do pretty much all of this right now, but severely limited as to how complex/accurate the passes are, how many co-exist, and how nicely they play with each other. END RANT! AWWW...
He's looking good so far, I'll be following the progression very well [;)]
I can't wait till huge Physics chips are the norm and we can start throwing millions of calcs a sec at them without a care in the world. Imagine have a chainmail suilt on a guy that accurately moved and reacted.... take a heavy enough blow and the individual links could actually break off... Oh stop me now!
Castles where every single brick actually acts.... like a brick. Smash it with the old catapult in the right spot and watch it come down.
*drool* One Day in a not too distant future.
JI & MDobele: Now now boys, I know its exciting but your heavy panting and drooling is fogging up the joint [:0]
Heres a quick progress shot of the back:
[img]http://www.sumea.com.au/forum/attached/hazard/200562010374_Wyvern_Knigh…]
Minor Update - its all I could manage tonight.
[img]http://www.sumea.com.au/forum/attached/hazard/2005621142924_Wyvern_Knig…]
Chipping away slowly - starting to block out the bi/tricep's.
[img]http://www.sumea.com.au/forum/attached/hazard/20057311479_Wyvern_Knight…]
Looking to finish of his arms and hands this week *crosses fingers*
Hey haz, saw this little article and thought you'd be interested. Someones trying to put the kind of thing your creating in game.
"Just aiming at their heads doesn't guarantee a one-shot kill, though, because the helmets in Bet On Soldier aren't just there as a requisite of the generic soldier art design. A slug that lands a little too high will knock their helmets off, and you can actually target specific zones of the body and see the effects of your attacks with an integrated MechWarrior-style body frame icon. It popups whenever you put your crosshairs over them. And you can actually see their armor and shields become more damaged."
http://pc.ign.com/articles/630/630201p1.html
I doubt you'll be able to shoot of every plate of armour but its a start :P
Very nice! I think all game models in the future will have at least 50-100 polys for a belly button. Couldnt u do something like this with todays tech (with a lower poly count and tex size) by using something similar to dynamic textures and PMT-poly morphing tech? hmm maybe not, especially seeing i made up the term poly morphing technology. :) Definately gunna need a HDR map, then it will be technologically hip.
Great work! looking forward to the updates.
pop
Wow, its been a while - spent a few hours on this guy tonight.
I done some rigging tests on his back and shoulder muscles to see how they would work and flex, and wasnt too happy with what was happening to the flow so I reconfigured it since last time.
I've blocked out the hands and I've also blocked out the legs but they are hidden at the moment [:p]
Currently at 5986 tris.
[img]http://www.sumea.com.au/forum/attached/hazard/20059211454_Knight1.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/hazard/20059211526_Knight2.jpg[/…]
Got his bum knocked out - going to do some rig tests to see how the muscles work under some strain - so might be making some adjustments to the flow there - but you can see the basic shape anyhow.
I forgot to count the tris of the hands in the last polycount, all up and total now he is at 8020 tri's - A mere 3rd of my budget used [:0] I suspect about another 2000 - 3000 will be used finishing his body, and then the rest will be for his armour - cloak etc.
[img]http://www.sumea.com.au/forum/attached/hazard/20059611935_Wyvern-Lancer…]
Small update - Sorry Sorceror Bob, no wang either [:P]
[img]http://www.sumea.com.au/forum/attached/hazard/20059844129_Wyvern-Lancer…]
[img]http://www.sumea.com.au/forum/attached/hazard/20059844313_Wyvern-Lancer…]
Sorcerer Bob: Your right, the forearms arent quite beefy enough yet and slightly lacking in length - the elbows im going to hit again along with the wrist area when I finish blocking out the mesh. Theres a few other niggles to sort out yet also.
Livewire: There are already R - Rated games, and have been for as long as I can remember [;)]
Moonunit: Yeah hes fairly well muscled this guy, I'm using some human reference of mainly body shaper type physiques rather than outright beefcake hulks.
Livewire: There has been R Rated content games in Australia for as long as I remember.... they were just minus the 'R Rating' have to know where to look though [:0]
Anyway - Update Time. Here he is in all his stocky glory - looks a bit funny just yet with the beginnings of armour on his top half and bugger all down below. [:I]
[img]http://www.sumea.com.au/forum/attached/hazard/20059169367_Wyvern_Knight…]
[img]http://www.sumea.com.au/forum/attached/hazard/200591693643_Wyvern_Knigh…]
[img]http://www.sumea.com.au/forum/attached/hazard/200591693736_Wyvern_Knigh…]
[img]http://www.sumea.com.au/forum/attached/hazard/200591693818_Wyvern_Knigh…]
Lol, sounds great.