PlaneShift
Fan Area => Fan Art => Topic started by: Zeraph on September 22, 2004, 02:31:57 am
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I was bored so I decided to come up with a new way to use bones to animate a monster & came up with this:
Idle: I figure the 15 Eye is Looking everywhere While resting:
(http://img.photobucket.com/albums/v122/Zeraph/Monsters/15%20Eyes/15EyesIdleRender.jpg)
View Animation: http://www.geocities.com/zeraphsimagehost/SwF/15Eyes/?15EyesIdle.swf (Flash Video)
Walk: The Run animation is exactly the same only faster...
(http://img.photobucket.com/albums/v122/Zeraph/Monsters/15%20Eyes/15EyesWalkRender.jpg)
View Animation: http://www.geocities.com/zeraphsimagehost/SwF/15Eyes/?15EyesWalk.swf (Flash Video)
Attack: I was originally going to make all the eyes shoot lazars but I think getting pelted with eyes is better.
(http://img.photobucket.com/albums/v122/Zeraph/Monsters/15%20Eyes/15EyesAttackRender.jpg)
View Animation: http://www.geocities.com/zeraphsimagehost/SwF/15Eyes/?15EyesAttack.swf (Flash Video)
Hit:
(http://img.photobucket.com/albums/v122/Zeraph/Monsters/15%20Eyes/15EyesHitRender.jpg)
View Animation: http://www.geocities.com/zeraphsimagehost/SwF/15Eyes/?15EyesHit.swf (Flash Video)
Die:
(http://img.photobucket.com/albums/v122/Zeraph/Monsters/15%20Eyes/15EyesDieRender.jpg)
View Animation: http://www.geocities.com/zeraphsimagehost/SwF/15Eyes/?15EyesDie.swf (Flash Video)
I hope I made enough animations to put it In-Game. I exported them to Cal3D & Included them (Game-Ready) in the zip below along with the model & animations in 3DsMax4 .max format. I couldn\'t export them to .3Ds because the animations & Bones do not export currectly...
I think I could do the texture better, but that can be fixed later, it looks ok I guess...
Oh, & all of the animations look the same in Cal3D as they do in the video, (only without the shiny Spectral level Of Course)
Download Source: http://www.geocities.com/zeraphsmirror1/?15Eyes.zip
(Includes Cal3D Exported Files & 3DsMax4 Files of all above animations + Run)
Comments & suggestions are always welcome!
I was wondering if this is \"Game-Quality Material\" too.. :D
Edit: if you just want the updated texture: http://www.geocities.com/zeraphsmirror1/?Eye.jpg
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Thats insane! Makes me wish i had 3Ds Max!
*runs off to download 3Ds Max*
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Thats crazy ^^ but great work..I want to see it in motion, it would be rather freaky.
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cool animations and models. i wonder what the first thing people would think if they saw this in a dungeon.
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Hmm.. The animations are excellent but the model of small eyes is kinda cubic. (I know it\'s hard to make em round while maintaining good enuf poly count and Stuff). The texture in the middle is kinda cubic too but I believe it is because the same reasons ?
Overally Great Job
I wonder why there would be flying eyes in the caves but I kinda think that people would like to see that kind of monsters. :)
BTW. Wasn\'t there something like that in some another game ?
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I am sure there is something similar in another game somewhere, but I have not seen it. I was originally going to have 3 Rotating eyes in a triangle but I kept adding eyes around the large one & came up with 14 (+1 for the center eye) because they completely surround the center eye :D
Do you think the smaller eyes are to low-poly? I could up the GeoSphere literation\'s up, right now it is something like 360 polycount so I think that would up it to 1200, since the eyes will be moving all the time & they won\'t be all that big anyway it will not be all that noticeable...
:]
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Hmm. If you want to really improve it you should make the texture better. I don\'t think that it is ingame quality with that texture yet but I hope you can improve it and round those small ones a bit :)
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ya I think I\'ll improve the texture, I really am not all that good @ 2D Art... I\'ll probably just use a picture of my own eye or something. since there are separate meshes for each Eye, I could have a different texture for each eye if I wanted but I have too much to do right now.
I\'m making a 3D logo for my Doctor & also am about 1/2 finished animating another monster with this sort of concept but you will see that one later... :D
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BTW. Wasn\'t there something like that in some another game ?
It\'s a fleshless beholder (or gauth)! mhmhm, a beholder, now that would eat azz!
(http://www.fictionalworlds.com/forgotrealms/CREATURES/BEHOLDER.jpg)
Nice work. :) Too bad the animations don\'t work for me(just the last one does). Again.
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Lynx. We all know what beholders are but I actually meant floating eyes. Not floating eyes with mouth and some kilograms of fat. :F
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anyways, I did a test to see how big it will look In-Game, I compared the size of the Eyes compared to the \"Dummy\" model that ships with the CVS Art:
(http://img.photobucket.com/albums/v122/Zeraph/Monsters/15%20Eyes/15EyesCal3DScaleTest.jpg)
I really hope this will go in-game :D I\'ll work on improving the texture although I do not think that the geometry has to be changed much because of the fact that it will be constantly moving, except for when it\'s Idle which you will only view from farther away. 8)
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Hey Zeraph, I\'ll whip up a texture for you if you like. Just send me the UV in a format I can use... I have Photoshop, so anything like png, bmp, psd, etc. :)
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Ok Mogura,
here is the current texture:
(http://img.photobucket.com/albums/v122/Zeraph/Monsters/15%20Eyes/Eye.jpg)
& I\'m not sure if this is what you meant but here is a screenshot of the UVW Map:
Smaller Eyes:
(http://img.photobucket.com/albums/v122/Zeraph/Monsters/15%20Eyes/SmallEyeMap.jpg)
Big Eye:
(http://img.photobucket.com/albums/v122/Zeraph/Monsters/15%20Eyes/BigEyeMap.jpg)
(Yellow is un-used texture :] )
I figure that if you make it for the Big Eye the smaller ones will be good, the texture overlaps on the sides, the size of the image really does not matter.
I suggest using the Big Eye UVMap image as a background layer & paint over it or have it be a semi-transparent top layer or something...
& actually this may make it easier, you could just do a cross-section that looks like this:
(http://img.photobucket.com/albums/v122/Zeraph/Monsters/15%20Eyes/EyeMap.jpg)
I can re-size the uv map later... :D
I put together this texture in like 30 seconds so that is why it is so bad lol...
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Thats amazing Zereph, those animations are awesome! The walk/run animation is very cool. Nice work, and all the devs need to do it write a few lines of code and its in-game.
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Well, though I don\'t have a copy of 3ds, I\'m gonna try to edit this texture. I\'ll submit it and maybe you could put it on your model for me.
Update
you know what? I think i\'ll wait till I get 3ds. I\'m trying to use bodypaint but its just not working out.
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Originally posted by Dameon
you know what? I think i\'ll wait till I get 3ds. I\'m trying to use bodypaint but its just not working out.
is bodypaint free?
if so, where can i get it? i looked and looked... but to no avail
do you guys know of any other progs for making 3d textures for your models easily?
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No, body paint isn\'t free. Its not that easy to use either. Your better off doing it the ol fashion way.
A good program (free) for 3d modeling is Wings3d Or Blender. Not sure about the URLs though.
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no no no i have blender and i am pretty good at making 3d models,
i have made some cars, an orc model for another game, and some faces. but i need a prog for texturing.
i just dont uderstand how to make a texture that will fit your model properly. i am fairly good at 2d art as well. but i dont understand texture mapping, and how the image is applied.. so i dont know how i shuold make the image in order for it to fit properly
excuse the spelling mistakes :P i have to go, and i did this in about 10 seconds.... butterfingers
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Well, Bodypaint is the only one I know of... and its not that great. It does a horrible job making / using a UV map. Maybe its just because I am teaching myself how to use it.
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i desperatly need some1 to teach me, what a UV map is, and how to use it.
or point me to a place with a program for such things
or point me to a tutorial for learning about UV maps, considering i am 100% clueless
(edit) lol, i just realized that this is the only forum on earth that will help you with an endless amount of things without barking at you and telling you to leave :)
Edit 2) I have found a simple UV map tut but it explains how to use a UV map to texture a cube with faces and stuff, this still doesn\'t tell me how to make succesful textures for... say.... a Human face with thousands of polygons, or a car, or odd shaped objects.
anyone know anything?
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1) Try going to google and type in 3d Studio Max UV maps.
2) Gamasutra.com
3) GameDev.com
Zeraph:
Would you be able to save those files as .3ds and zip them for download for me? Bodypaint works with .3ds files, but not .max files.
Whoops... Nvm. I just read the rest of your first post :P
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The uv map is simply the coordinates that tell the renderer which part of a 2d image to put where on the 3d model. Most programs will need to have their own uvmap tutorial because each one works a bit different. Most, however, will simply take your model and unwrap all the polys onto a flat plane. You can then take this plane, assign a 2d image to it, and the renderer will take the polys (and their associated colors from the 2d image) and put it back in the form of a skinned model. If you are using Max 5/6 this (http://www.planetquake.com/polycount/cottages/xyz/links/tutorials/uvw/simpleUVW.htm) and this (http://waylon-art.com/uvw_tutorial/uvwtut_01.html) are both good tutorials. Even if you don\'t use max 5/6 I\'d recommend taking a look at those 2 tutorials anyway. They\'ll at least explain the idea behind it better than I can
*Edit: Here (http://www.b5-blender.com/tutorial3.html) is a texturing tutorial for blender. Note, the type is black on black, so highlight it all, then copy/paste to a word document. And yeah, like Daemon said, next time just google it. That\'s all I did :P
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Thanks to ArcaneFalcon for making it\'s texture better:
(http://img.photobucket.com/albums/v122/Zeraph/Monsters/15%20Eyes/15EyesClose.jpg)
(http://img.photobucket.com/albums/v122/Zeraph/Monsters/15%20Eyes/15Eyesback.jpg)
I\'m updating the zip in first post to include the updated texture....
If you just want the updated texture then here it is: http://www.geocities.com/zeraphsmirror1/?Eye.jpg
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Yeah, I still wasn\'t happy, so I redid it a little.
Render: eye1_bl.jpg (http://www.freepgs.com/falcon/psimages/eye1_bl.jpg)
*looks at his texture thumbnail and realizes it looks like a slice of watermellon
eye4.jpg - 301kb - http://www.freepgs.com/falcon/psimages/eye4.jpg
:emerald:
edit: I took the picture off because it didn\'t look as good as the updated one, and this page already had enough pictures on it :P if you still want to see it you can click the link I put in its place.
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Um sorry one more comment to make the iris look more realistic (Since I can\'t do it myself)... (If your using photoshop that is).
1. Select the Iris area on Eye.jpg
2. Create a New Layer (Cntl+Shft+N)
3. Type D (To set colors to default)
4. Filter > Render > Clouds
5. Filter > Pixelate > Mezzotint (Leave the settings the way they are)
6. Filter > Blur > Motion Blur...
---- Angle 90
---- Distance 25
7. Image > Adjustment > Hue and Saturation...
---- Make sure color is checked
---- adjust sliders till you get the desired color.
(Note: Some tweaking will be needed to make it seamless)
*Edit*
I just checked out the new texure... your gonna need to do that process several times for each angle. Sorry :P
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Throw a polar coordinates (rectangular->polar) and you don\'t need to do it at all the angles. It looks ok I think. I\'m gonna do some more tweaks and post the results.
*Edit:
Render: eye2_bl.jpg
(http://www.freepgs.com/falcon/psimages/eye2_bl.jpg)
eye5.jpg - 310kb - http://www.freepgs.com/falcon/psimages/eye5.jpg
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Oh well. I would have been able to do something if I had the proper tools. I was trying to do something like this (yup, I made this one in bout 5 mins :P ) on a 3D model... but no go:
(http://img56.exs.cx/img56/9594/eyeballPic.gif)
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Originally posted by Zeraph
Attack: I was originally going to make all the eyes shoot lazars but I think getting pelted with eyes is better.
They\'d have a hard time doing that, as it would hurt them more than their victim. :P But it\'ll certainly feel funny. :)
And if not... BASEBALL TIME!!!! :D
As a side order, erm, note, they seem to make good replacements for olives in drinks and as snacks... yummy!
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i still think the eyes are a bit square, perhaps a few more polygons.. lol
but that could be bad.... i suppose to be poly-conservitive is always better..
PS thanks for the tut, i think it may be usefull
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IF you are making a 2D eye (like mine) you would use instead of the motion blur:
Filter > Blur > Radial Blur
- Set blur amount to 40
- Set quality to best
- set mode to Zoom
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Hmmm try to get the eyes more rounded so you dont see corners. Also, eyes arn\'t a perfect sphere. Finally, the iris looks really fake but I can\'t tell what is giving me that feeling.
Hmm pretty good though. Much better than I can do :)
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I think thats because the pupil is in a small pentagon shape and the iris needs a clearer edge... a darker ring around the edge... and tone down the reflection a little.
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This will be in dungeons yeah? Then the pupil should be dilated (larger) to let in more light. The tiny pupil didn\'t look right, so I justified it in proper terms. The eye monsters would essentially be blind, think of a cat:
Daytime... ( ( () ) )
Nighttime... ( (( )) )
They dilate, which allows much more light to come in, your pupils do too.
My two tria...
Besides that, I really like them, good work Zeraph, you fail to disappoint.
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I know, the pupil was way too small. I made the pupil larger, and the outside of the iris a tad bit darker. I updated the picture and the texture link, so you can just scroll up to my previous post to see the picture, or click here (http://www.freepgs.com/falcon/psimages/eye2_bl.jpg) for the picture and here (http://www.freepgs.com/falcon/psimages/eye5.jpg) for the texture (310kb).
:emerald:
edit: I also toned down the shine a bit (that was just a matter of the renderer, wouldn\'t transfer to in-game).
:emerald:
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Much better.
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The texture looks great :)
It is such a simple model, I masically tried to make the most simple model with new & interwesting animations... the model took about 10 mins, it\'s the Rigging, Animating, & Exporting that takes up the time, not to mention the texture work..
You have to export 15 meshes to Cal3D...
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Is it me, or are the eyes intersecting each other?
I do hope that that critter will be in planetshift pretty soon. Looks very slimy thus ading a higher level of realism.
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I would get scared if that thing suddenly popped up out of nowhere and started shooting stuff out at me. I\'d act like a cat, climb up the wall and stay there tell the eyes go away. BUT WHAT IF IT NEVER DOES? Dum-dum-DuM!!!*lightning strikes in the background*
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The pupils look much better now, congratulations Zeraph and ArcaneFalcon, you have a nice monster for CB! Very impressive.
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(http://upl.silentwhisper.net/uplfolders/upload4/wtfeye5.jpg)
total randomness, i wonder if it looks any good...
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Well, it looks kind of odd with a white pupil. Also, the filter you applied to the red stuff makes it look fake, there\'s too much black. In fact, when viewed from the back, it looks more like a marble. It\'s an interesting idea though, and with a little work I think it has some potential.
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I think it looks good, you only need to refine the texture so as to thin out the red lines at the back of the eyeball. that way it will look more realistic.
but for now it looks great and if it was in the game i dont think anyone would notice the faults :)
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I prefer ArcaneFalcon\'s image actually, the black filter part looks strange, as do the pupils.
On a side note... I\'m surprised that noone has scrutinised this monster. I\'m talking constructive criticism.
I\'ve read threads about fog in Yliakum do to atmosphere, wingspan of a Klyros, bone structure of Enkis... Yet not one person has asked how a few floating eyeballs function, did they pass it off as \'magic\'?
Because this word is avoided by realists... in fact should the eyes have blood vessels? with no heart, what\'s the point?
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Good point Adeli. I think that people who post those sorts of things enjoy arguing (at least arguing from time to time, I know I do). However, with this one there is nothing to argue, or is there? First, the thing you don\'t realize about this monster is that it is highly telekinetic. There is actually only 1 floating eye, the others it just makes you think are there via telekinetic powers. You think the eyballs are hitting you for an attack? Nope, it\'s actually done telekinetically. As for the floating part, scientific research funded by the government has been done on this. It has actually been proven that sometimes when eyeballs are plucked out of heads they make use of a charged ion particle phenomena which enables them to float. A link to the research is here (http://www.coxar.pwp.blueyonder.co.uk/). It can clearly be shown by the provided formula Le=CAe*m^2*Ci where Le is the latency of the eyeball, CAe is the coefficient of Alpha energy, m is mass (squared), and Ci is the coefficient of ionization that this is completely possible. Keep in mind that the conversion for 1 CAe is 1.389 AAu\'s (American Alpha units) and that all values are intended to be in the metric system. See, doesn\'t government funding rock?
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Haha, that amused me greatly, that\'s the sort of thread I expected. Congratulations ArcaneFalcon, for a job well done.
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lol thats awsome. i just found my new homepage!
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Heh heh, I though someone would enjoy that. You can also just do a google search for \"weapons of mass destruction\" and click the \"I\'m feeling lucky\" button.
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I did that ages ago Arcane.