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WIP of Witch Gate an MMORPG I'm making
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WIP of Witch Gate an MMORPG I'm making // Work in Progress
Post by Eagle // Sep 21, 2006, 5:04am
Eagle
Total Posts: 221
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Here are some screen shots of what I am making. None of my stuff is High-res
like what you guys make but it's still cool I think ;) anyway, Witch Gate is a MMORPG
which I plan to release this year. I'm using GameSpace to make my models with.
http://www.eaglesoftworxstudio.com/V9_screenshots/V9_image001.jpg
http://www.eaglesoftworxstudio.com/V9_screenshots/V9_image002.jpg
http://www.eaglesoftworxstudio.com/WG/Image2.jpg
you can find out more about Witch Gate here:
http://www.caligari.com/news/news_june2006/cpcp3.html
always~
Vickie ;) |
Post by GraySho // Sep 21, 2006, 7:47am
GraySho
Total Posts: 695
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Cool stuff. Is that a commercial project? Which format do you use to export your character animations? I have a few buddies who are struggling with the export of animation based on tS bones. |
Post by Eagle // Sep 21, 2006, 10:27am
Eagle
Total Posts: 221
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Cool stuff. Is that a commercial project? Which format do you use to export your character animations? I have a few buddies who are struggling with the export of animation based on tS bones.
Hi GraySho,
No this is a free game, the next version I will sell.
On animation, I... well now that I think of it that all depends on the engine, for instance the 3Impact engine will take animations saved in .X format right out of GS, where the Realm Crafter engine likes its native .b3d blitz format. then there is Game Studio A6 which will take .3ds, .X or its native .md7 or .md5 but~ you have to make sure you use the same names when naming your movements or you will have to re-script the whole animation part of the code. Its the same with Realm Crafter too. You have to use the same naming conventions not only for your animation names but also the joint names.
hmmm I hope that makes sense to you LOL!
always~
Vickie :p |
Post by b_scotty // Sep 21, 2006, 3:22pm
b_scotty
Total Posts: 176
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This looks really cool. Of course, I'm a sucker for anything that has dragons in it. :) Looking forward to seeing more. |
Post by Birdnest // Sep 21, 2006, 3:39pm
Birdnest
Total Posts: 152
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Lookin' good there eagle! :cool: |
Post by Eagle // Sep 21, 2006, 6:47pm
Eagle
Total Posts: 221
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thanks Guys! :jumpy: |
Post by Vizu // Sep 21, 2006, 9:01pm
Vizu
Total Posts: 628
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EXCELENT
i am high detail modeler but i know how hard it is to create lowpoly playable characters and environments.
You have do a good job with that. |
Post by Eagle // Sep 24, 2006, 8:59pm
Eagle
Total Posts: 221
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Thanks Vizu, but I think its a lot harder to do what you guys do~
http://www.eaglesoftworxstudio.com/RC_Image1.jpg
I am going to try my hand at so High poly stuff, I need it for the cut sceens
in my game,
wish me luck ;)
always,
Vickie :p |
Post by parva // Sep 24, 2006, 10:59pm
parva
Total Posts: 822
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I have now read me through the links of Witch Gate I have found and I must say, WOW, that looks very great. :cool:
Must admit I never played a MMORPG so I don't know how complex it is. I love RPG's, the games of the "Gothic" series are my favourits. |
Post by Johny // Sep 25, 2006, 12:40am
Johny
Total Posts: 672
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Nice works :)
How about to make tS7 version? I think with tS7 player view it's posible ;) |
Post by Eagle // Sep 25, 2006, 7:31am
Eagle
Total Posts: 221
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Thanks Guys! I would like to try TS7.5 to see what makes it different than
GS1.6. I wish I could get on that Beta team, That UV mapper alone will make
it worth it's weight.
Here is a render I did in TS4.3 of the Witch Gate.
http://www.eaglesoftworxstudio.com/Witch_Gate/Gate500x400.jpg
here is a finished witch player actor:
http://www.eaglesoftworxstudio.com/Witch_Gate/Witch_1.jpg
always~
Vickie ;) |
Post by Eagle // Sep 26, 2006, 2:10pm
Eagle
Total Posts: 221
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I made some new trees, so I thought I would show them to you~ :)
http://www.eaglesoftworxstudio.com/WORK/trees.jpg
to be honest though, I'm almost embarrassed to show this low poly stuff here
after seeing some of the things you guys and girls have made. LOL! :o
always~
Vickie ;) |
Post by brianalldridge // Sep 26, 2006, 3:25pm
brianalldridge
Total Posts: 397
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to be honest though, I'm almost embarrassed to show this low poly stuff here
after seeing some of the things you guys and girls have made.
Vickie ;)It looks like most of my final renders:p |
Post by Chester Desmond // Sep 26, 2006, 3:40pm
Chester Desmond
Total Posts: 323
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That 4.3 render is very cool looking...
The trees look very good too...how much of them are polygonal and much maps? |
Post by Eagle // Sep 26, 2006, 4:01pm
Eagle
Total Posts: 221
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That 4.3 render is very cool looking...
The trees look very good too...how much of them are polygonal and much maps?
Thanks Chester, The gate picture was the highest poly model I ever made with 18k+ polys. The trunks of the trees are the only polygonal parts, the branches are all just flat maps. The total poly count of the tree is 1100.
always~
Vickie :) |
Post by JPSofCA // Sep 26, 2006, 8:27pm
JPSofCA
Total Posts: 300
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Hey Eagle. Great stuff! Considering the amount of content needed for a game, and with it being created by one-person, I would say that the detail is fine. You're ability to balance the overall look and keep elements complementary to one another is a commendable accomplishment.
I love your newest trees - they give a nice, ominous and spooky feel to that tomb entrance, and they have a very natural look about them. Your Witch Gate has a nice visual effect, too.
Very nice! :cool: |
Post by Steinie // Sep 27, 2006, 1:28am
Steinie
Total Posts: 3667
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Nothing to be embarrassed about. The game itself is the restriction not your talent. Your working within certain constraints and your getting very nice results. I like the look of the trees you finished. You should enter something into the October Gallery Contest, it's right up your alley! |
Post by Jack Edwards // Sep 27, 2006, 3:53am
Jack Edwards
Total Posts: 4062
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You do amazing environments Vickie. I don't think the number of polys is as important as the look and feel. And with good normal maps you can fake almost anything, so why use high poly models except for close up renders? :D
Those tress are way better visually than a most high poly trees I've seen.
I remember there was a gallery winner a while back of a street scene with a basketball court where the scene wasn't made up of much more than glorified boxes, but he used texture to make it almost photo like. I think stuff like that is awesome.
Also there's nothing stoping you from throwing an SDS on one of your models and sculpting it into something more detailed. :D As long as the flow lines are good you've already got the basic shapes fleshed out.
Personally I think the low poly stuff is cooler anyway since it's more about art than duplicating real life. I think a lot of what makes art what it is, is the choices we make in how to represent the subject matter using an impefect medium. In many cases the choices become "style". :cool:
-Jack. |
Post by parva // Sep 27, 2006, 4:02am
parva
Total Posts: 822
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totally agree with Jack!
I remember there was a gallery winner a while back of a street scene with a basketball court where the scene wasn't made up of much more than glorified boxes, but he used texture to make it almost photo like. I think stuff like that is awesome.
I think you mean that picture from Norbert Esser -> link (http://www.caligari.com/gallery/imagesgallery/2003/Nov03/winner.asp)
long time not seen him :( even on the german forum.
The trees looks indeed great AND they are manmade!
In a time where nearly everyone seams to use premade Speedtree for game trees and plants (I know it's expensive so more the big studios use it ;)) it's great to see that someone make trees itself. |
Post by Jack Edwards // Sep 27, 2006, 4:19am
Jack Edwards
Total Posts: 4062
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Yeah that's the one! And there was another one with a car too but I can't find that one in the gallery.
-Jack. |
Post by Jack Edwards // Sep 27, 2006, 4:20am
Jack Edwards
Total Posts: 4062
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Bummer so guess we're not getting parts 2 and 3 for the texture course. :(
-Jack. |
Post by Chester Desmond // Sep 27, 2006, 4:23am
Chester Desmond
Total Posts: 323
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AND they are manmade!
dude check the avatar.....:p |
Post by W!ZARD // Sep 28, 2006, 5:14am
W!ZARD
Total Posts: 2603
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I am going to try my hand at so High poly stuff, I need it for the cut sceens
in my game,
wish me luck ;)
always,
Vickie :p
You'll do great I'm sure - luck is not a factor! You clearly know a lot of the basics and there's plenty of free advice and willing supporters here whose experience may help - perhaps you can teach those high-poly addicts like me a few things in return - my polycounts always seem to go balistic after the first 5 minutes of modelling! |
Post by MikeHart // Oct 10, 2006, 9:26am
MikeHart
Total Posts: 3
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Hi Eagle,
it really looks good. I remember you from the 3DGS forum back around 2001/2002. Are you still using 3DGS?
Michael |
Post by Eagle // Oct 10, 2006, 4:52pm
Eagle
Total Posts: 221
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Hi Eagle,
it really looks good. I remember you from the 3DGS forum back around 2001/2002. Are you still using 3DGS?
Michael
Hi Michael, yes I still play with it, A6 is a nice engine but I spend most of my
time in RealmCrafter because I have always wanted my own MMORPG. Once
I finish Witch Gate I plan to make a game with either the A6 or Torque
engine (haven't decided on which one yet) for a game Mike wrote up called
"Dooms Day Man" (think "the Devil may Cry type game") but its a ways off
I have a lot more to do with WG~
thanks for the kind words~
always~
Vickie ;) |
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