What are you working on?
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Re: What are you working on?
ok, thanks a lot Seven!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
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Re: What are you working on?
Squirt wrote: I like the gorilla.
That thing rocked!
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
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Re: What are you working on?
A few days ago we added OpenKatana to moddb. I think we were a little unlucky with the timing since it didn't end up getting quite the attention I thought it would, and to be fair our presentation sucks.
If anyone's interested and would like to support us then you can find the page here...
http://www.moddb.com/games/openkatana
I wasn't too sure if I should put this in its own thread or not either but it is basically something I'm working on (almost 24:7
).
If anyone's interested and would like to support us then you can find the page here...
http://www.moddb.com/games/openkatana
I wasn't too sure if I should put this in its own thread or not either but it is basically something I'm working on (almost 24:7
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hogsy - Posts: 198
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Re: What are you working on?
I think it's appropriate to post it in our long running "what are you working on ?" thread (btw, maybe we should apply for a Guiness book entry
, after all you're working (hard) on it right ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
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Re: What are you working on?

2 MORE GIRLS TO DO! then I move onto all the males (thankfully most have similar bodies and lack of elaborate clothing). and finally the other 3 girls (Marionette, Anita and Lin-Lin)
i should not be here
- leileilol
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Re: What are you working on?
Those Leggs* cups on her breasts must hurt. The rest looks quite good, though why the mess of triangles when you've still got quads?
* Dunno if they're still available, but there was a brand of stockings that came in an egg shaped package, thus the name.
* Dunno if they're still available, but there was a brand of stockings that came in an egg shaped package, thus the name.
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
- taniwha
- Posts: 399
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Re: What are you working on?
hogsy wrote:A few days ago we added OpenKatana to moddb. I think we were a little unlucky with the timing since it didn't end up getting quite the attention I thought it would, and to be fair our presentation sucks.
If anyone's interested and would like to support us then you can find the page here...
http://www.moddb.com/games/openkatana
I wasn't too sure if I should put this in its own thread or not either but it is basically something I'm working on (almost 24:7).
Looks interesting, i remember hearing about this a while ago. i have a moddb account ill track it be sure to update it.
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ceriux - Posts: 2223
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Re: What are you working on?
taniwha wrote:though why the mess of triangles when you've still got quads?
Because games don't render quads and I like to keep my edges turned properly for better goraud shading, which is something quads won't let me do.
i should not be here
- leileilol
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Re: What are you working on?
A triangle is guaranteed to be on a single plane - a quad isn't. Makes things much easier for the GPU (and, I presume, software renderers too).
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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Re: What are you working on?
I understand triangles in the final version. My understanding about goraud shading from that surface cache article is that with triangles, orientation doesn't matter (I might be missing something). My point was that your model should either be all tris, or (as much as possible) all quads.
Despite my Leggs comment (and on looking again, it looks like the intention is for solid armor), she does look good.
Despite my Leggs comment (and on looking again, it looks like the intention is for solid armor), she does look good.
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
- taniwha
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Re: What are you working on?
"All quads" only matters if you're making a mesh for sculpting for a normal map (for clean subsurface divisions), which is something I will not do. And that's within the context of game modeling - people that model for cinematic purposes will also urge to model in only quads for subdivision also, as if it were the only legal way to model anything. They'll also tell you to never post wire renders, and keep all shots of models smooth and rendered with overdone antialiasing to the point where it's blurry, and tell you to add more cloud passes in your materials for extra detail.
I don't do subdivisions.
I don't do subdivisions.
i should not be here
- leileilol
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Re: What are you working on?
Actually, "all quads" makes the modeling process easier: you get to take advantage of the loop tools (loop cut, edge slide, etc). Clean topology makes it easy to add or remove detail as you need it. Triangles do not make for clean topology as they break the flow of edge and face loops. Once you've got your model "done" (animation too?), then you convert to triangles (and if necessary, rotate them).
I don't know where you've been hanging out for your modeling info, but everything I've seen has been almost the opposite: do post wires. If it's to be a subdiv model, post smooth shots. If it's low-poly, post as-intended shots (in-game if possible).
If there had been no quads at all in your post, I wouldn't have commented on them
... well, maybe something like "I hope that complete as otherwise editing will be a chore". I do see signs of good topology in various places in your model, but some areas indicate a lot of triangle thinking.
I just remembered another argument for quads in a game modeling context: face loops make for good triangle strips. That may not be an issue in your engine, but it's something else to consider.
Hmm, actually, I'd like to see your model with flat shading. I find smooth to be distracting sometimes, even if the end result will be a smooth shaded subdiv model.
I don't know where you've been hanging out for your modeling info, but everything I've seen has been almost the opposite: do post wires. If it's to be a subdiv model, post smooth shots. If it's low-poly, post as-intended shots (in-game if possible).
If there had been no quads at all in your post, I wouldn't have commented on them
I just remembered another argument for quads in a game modeling context: face loops make for good triangle strips. That may not be an issue in your engine, but it's something else to consider.
Hmm, actually, I'd like to see your model with flat shading. I find smooth to be distracting sometimes, even if the end result will be a smooth shaded subdiv model.
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
- taniwha
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Re: What are you working on?
leileilol wrote:"All quads" only matters if you're making a mesh for sculpting for a normal map (for clean subsurface divisions)
Of course not. Quad modeling ENTIRELY replaced traditional tris modeling for just one aspect: ease. With quads you work SO much better and fast. The entire "spider web" topologic modeling process without quads could'nt have been so important in the last 7/8 years of computer graphics. I agree with taniwha. It's just a matter of usability. Edge loops, bridges, etc. wouldn't be possible without quads. However, anyone is free to work as he/she wants! Imo I would prefer to toss a giant rock over a mountain instead to get rid of quad modeling!
EDIT: I forgot: if your game engine needs tris models, in Blender (when you have finished the modeling and texturing process and you're ready to export) is just a second: Ctrl + T
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
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Re: What are you working on?
Triangle strips are dead and have been for a long time: http://home.comcast.net/~tom_forsyth/bl ... #Strippers
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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