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  #251  
Old 2004-12-26, 01:08
SebZ SebZ is offline
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That is realy cool!

even though it go a little bit slower when i get to lupin burg... Still doesnt matter. still AWSUM!
any chance of another demo coming soon?
oh and do you think i could make an official website 4 it?
cos i'm making 1 4 LbaX
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  #252  
Old 2004-12-26, 01:15
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Hey ! Thanks for the offer
I'm not thinking about a website yet, I made a site for my dad, so I've got some exp in it, but when I'll be making one, I'll give you a pm. About the frame rate, weeeeeell, it got lower... it's becouse I don't know how to make the fog...
I know how to make a sort of black shield like thingie, and the framerate gets a lot bigger, but you can't see the sky then Also, when you point the camera down, like in LBA1 it gets bigger. When I'll figer the fog thing out I hope for the framerate to jump to a decent speed.
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  #253  
Old 2004-12-26, 21:29
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Very nice model of zoe you got there mate !
If I where you I'll only change the head, becouse it looks a little bit smal in compare now.

Just try to stretch it upwards to a decent 'lba-head' size, like in your reference

//edit: Now I look back. You can better pull the sides of the head where the ears are to each other to get thesame result.

Your head is more like -------------> o
And it should be better when its ---> 0
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  #254  
Old 2004-12-26, 22:43
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Jasiek,the Zoe`s head looks pretty like Twinsen`s.My advice is to try make it more woman like by adding some make up and lashes.The body is very good and I could say that`s a perfect copy of the original Zoe`s.
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  #255  
Old 2004-12-26, 22:52
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Yeah, I know, I forgot about the Eye lashes, well the body is not a copy, however i was strongly tempted to copy the one from the game ( it's fairly easy, to copy a model from the game, vertice by vertice) You can see the main differences at the top, the dress is more real like, and, she's got well, more anatomy than the original model Oh, and of course, four fingered hands, instead of the original balls. I'll be working on the head also, to make it less twinsen-like. I'll post a picture when I'll think it's ready.
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  #256  
Old 2004-12-27, 09:28
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Just noticed that the ..(err, my english leaves me) *neckle is not in your model

*Wtf, I mean that yellow thing around her neck.
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  #257  
Old 2004-12-27, 10:11
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Yeah, but it's going to be there (I forgot about that also, I was a bit too eager to post the image :/ )
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  #258  
Old 2004-12-27, 18:14
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wow this model looks so cool, i could almost say *gasp* that it looks better than the original!


lol, hope you make good use of all these stuff to make a good lba sequel, with an interesting plot, new characthers probably and all, would be any lba-fan dream!
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  #259  
Old 2004-12-27, 21:49
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Thanks!
Hey, SpaceGuitarKid, right now it's only a remake, I'm learning on it, sort of, growing up, to make a real LBA of my own. When I'll finish the user interface, the HUD, the camera, and learn how to make dialogues, and of course when I'll
finish the whole Citadel Island, along with the quests, I will try to make a new game. Right now, I'm doing Twinsen's house, Bot13, I'll be using your objects, hope you don't mind, some of the need a little bit reshaping, and all need texturing, but the house models, will be almost fully yours
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  #260  
Old 2004-12-28, 10:35
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Quote:
Originally Posted by Jasiek
finish the whole Citadel Island, along with the quests, I will try to make a new game. Right now, I'm doing Twinsen's house, Bot13, I'll be using your objects, hope you don't mind, some of the need a little bit reshaping, and all need texturing, but the house models, will be almost fully yours
YOU ASK ME IF ITS ALRIGHT TO USE MY OBJECTS?

A dream is coming true my dear
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  #261  
Old 2004-12-28, 17:58
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Lol
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  #262  
Old 2004-12-31, 18:07
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Haaa, twinsen is having a plastic surgery ( a screen of work in progress on the face ) I'm reducing the pollys behind the eyes, and plus, it's going to look better ( face lifting )
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  #263  
Old 2004-12-31, 18:38
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Il est tres bronze

Dont watch my terrible french..
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  #264  
Old 2004-12-31, 18:48
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I'm watching, I'm watching, and I'm trying to figure out what does it mean
Somthing about the bronze of the skin ? It looks like muscles to me...
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  #265  
Old 2004-12-31, 18:51
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I spear you the time.

It looks like he's burned by the sun a little bit

(Oh, about the modelling, I really think its pefect )
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  #266  
Old 2004-12-31, 20:21
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Thanks ! I'm retuxturizing him, I'll tell you in short how do I do it( the new way) you have to go to the triangle mode in the editor, and select the triangles you want to texturize ( ctrl + LMB - to select another triangle ) than go to view, skins and in the skin editor select Edit -- create MD2 mapping, than you only have to choose the side ( eg. front, back ) and place the created triangles where you want them on the texture, you can resize them rotate, do whatever you want whith them

You can make the texture, before making a model, and then, place the parts od the model on the texture, strech the triangles by pulling the vertices - do whatever you want to.
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  #267  
Old 2005-01-01, 08:48
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Jasiek, u work in 3ds max?

I made a twinsen a long time back in Maya, to get the shape correct im imported 2 image planes, one was a picture from the ending of lba2 (this was used for the tunic), and another of the side view of tiwnsens head from the intro movie of lba1. The results where good, but I hadnt correctly rigged my charecter (hence the funny fingers).
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  #268  
Old 2005-01-03, 07:57
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Hey,
I'm not using Maya or 3DSmax, just an editor from the program I use for my game. It hasn't got any fancy effects , so I'm doing it be placing points ad then, I connect them to make triangles. It's pretty useful, but It's only for the purpose of making games.
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  #269  
Old 2005-01-03, 18:18
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i would strongly suggest you try working in maya. I got maya first in 2002, it has with it a huge amount of documentation. In 2 months time i modelled the mosque you see attached with this, today i can make detailed faces and charechters, and how many years has it been? 3? Plus its far more usefull for a career in the cg industry, and it will make your jobe much easier in terms of modelling (and not to mention texturing, rigging, animating, etc...)

The latest version of maya is maya 6.0.1 , you can also find maya help downloads (videos from amature level, and a few advanced level)
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  #270  
Old 2005-01-03, 18:49
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Axx,why you "strongly suggest" Maya?I could say this for Maya-I have the latest version,but I don`t work with it.I work with 3DS MAX and I could say that 3DS MAX has more friendly interface than Maya.Furthermore there are more plugins for MAX than for Maya.And about Jasiek-he`s trying to tell you that he`s using the engine`s model editor.If he wants to use any other modelling program firstly he`ll need to learn this program,secondary he`ll need from proper plugins for that program,so to be able to export the models in proper format that the engine will use.This will take him too much time.As you said you learned Maya for 3 years,I`m using 3DS MAX from 4 years (this year they`ll become 5 years of using MAX ).
So my advice to you is to think smart
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  #271  
Old 2005-01-03, 18:56
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As a medium experienced 3Dsmax user, I can tell you that there is indeed a option in the program Jasiek works with, to import .3ds files.

So anyone with 3dsmax who wants to join Jasiek's great project, can do that without learning the program jasiek uses

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  #272  
Old 2005-01-03, 20:07
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Ah, but right now, I dno't know any way to import a texture from a 3ds file, so for now, I have to make a texture fo every 3DS file in the engines model editor.
Btw Bot 13, heres the Fireplace you made, a bit remodelled, and textured

Hey, Axx is that Hagia Sophia in Konstantinopol ? (Istambul, Stambul whatever it's called today )
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  #273  
Old 2005-01-03, 21:35
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Axx,why you "strongly suggest" Maya?I could say this for Maya-I have the latest version,but I don`t work with it.I work with 3DS MAX and I could say that 3DS MAX has more friendly interface than Maya.
Daniel Szecket, a cg veteran who masterd both maya and max, commented that in todays world, Maya is the progessional high end cg artists choice. Daniel has worked on movies such as dinasaur, and was the co-founder of Magritte's cow, a top of the line 3d company.

Peter Bakic, who was the lead artist in movies like "Frankenstein" "pearl harbour" "k-19 the widowmaker" "episode 2- the attack of the close", those to name a few, mentioned in one of his works that maya was the most user friendly, and customizable 3d software around, which was a step ahead of all other software packages with its rendering engine.

You say it has a more user friendly interface. I am familiar with max, hell i worked with max for 5 years before i was advised by a 3d artist who worked with a gaming studio to move onto maya. One thing you should ask any professional, who specialises in both maya and max, which is more user friendly? User friendliness is not noticiable till you find youself working in complex scenes, with charecters who have advanced rigs with hundreds of controlls, and particle systems all around.

In maya you can jump from one view to another by hitting the spacebar, you can rotate, pan, zoom by clicking a combination of mouse buttons with the alt button, you can create any primative object, or switch to any window by holding down spacebar and selecting what you wish from the menu that pops up. You can create a shelf, and add buttons to it simply by draging the mel code from the script editor to the shelf. There is so much max lacks in the field of user friendliness, its only a matter of getting to know maya. You cant just open it and expect it to be as user friendly as the program youve been working with, for almost 5 years as you say.

Furthermore there are more plugins for MAX than for Maya
Not really, max dose not have a tenth of the plugins maya does. Mental ray isnt even fully implemented in max yet, as it has been with maya. Maya unlimited comes with advanced fur, fluid, hair, cloth plugins, and thats not the half of it. Plugins arnt even an issue, these plugins dont aid your ability to modell, or animate. They simply allow for features that most individuls who do 3d animation for themselves wont even end up touching. (though mell code can help in various areas of modelling and animating and all the inbetweens)

If max is better than maya, as you claim, why do all the top companies use maya?
Light and magic uses maya, pixar uses maya, dreamworks uses maya, blizzard uses maya (they used to use max, but threw that in the trash), and the list is huge...

And about Jasiek-he`s trying to tell you that he`s using the engine`s model editor.If he wants to use any other modelling program firstly he`ll need to learn this program,secondary he`ll need from proper plugins for that program,so to be able to export the models in proper format that the engine will use.
Thats exactly what i told him to do, to study maya. Plugins arnt an issue, he can easily find the necessary plugins online. I wasnt making a comparison, i was simply advising him to use that, as it will be more productive in the long run, do you disagree with that?

As you said you learned Maya for 3 years,I`m using 3DS MAX from 4 years (this year they`ll become 5 years of using MAX ).
You never stop learning, 3d creation is always changing, and you alwayse have to learn whats new, and new more efficient techniques. i became capable of modelling that mosque in a matter of 2 months of studying maya (i worked with max for 5 years before that). Years arnt important, dedication is important.
I could be working with max for a decade, yet still at the level of amature. I bought several training packages, established friendship with various 3d artists, spoke with companies, and finally in 2004 i trained a saatchi & saatchi employee (Advanced modelling course) and today i am a maya trainer at the Babel Technical College - London. My course lasted for 2 weeks (2hrs per day) and that student began modelling a car after that, that is an example of how fast you can learn. I wasnt fortunate enough to have a trainer, till today ive never had a trainer, but with a trainer anyone can learn any program fast. Though practice is undoubtfully necissary.

Jasiek, you guessed right :P Its the mosque in istanbul, blue mosque.
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  #274  
Old 2005-01-03, 22:42
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I remember that not only Star wars Episode II but I was also made in Maya and the upcoming III. But you know, that's not just the question of user preference, but also cash( and let's not lie to ourselves, we all know where to get programs, else then buying them ). If I wan't to have a career in the CG businnes I will have to know both programs, as both are widely use. Hmmm, for me it was always Hagia Sophia ( It was the original name, before it became a mosque) (In Polish we call it a "Meczet" [cz is something like ch in english])
those Minarets ( is that the right name in english) where not there. It was a church back when the city was still Constantinopol, and was the Capitol of the Eastern Roman Empire.
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  #275  
Old 2005-01-03, 23:58
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Axx,I don`t want to effort with useless conversations.Nany of the things you say are rediculous.How the hell you`re using Maya from 4 years,but before that you`ve used MAX for 5 years?So it seems that you started with the 3D design when you`ve been 6 years old?I won`t comment this with the training...
About the companies "using" Maya-pixar are using their own software (it`s for sale I think) for modelling and animation.Maybe they`re using maya in some situations.I`m not pretty sure,but I think that dreamworks are using their own software too.About Blizzard and MAX-well when they`re using Maya,why for godness the models in Warcraft III were made in MAX,even the guys from Blizzard released plugins for MAX,so the gamers now can freely make their own mods for warcraft III.
It seems that you didn`t noticed that Maya is used mostly for movies (the Blizzard`s high rendered movies are made in Maya,but not the models and the characters).Pixar,Dreamworks and Lucasfilm are movie companies,they`re making movies,not games.
So your screeds are pointless,when cames a word for game development.
Enough at this question.
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