Author Topic: A REAL 3D Artist Needed...  (Read 3413 times)

stfrn

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« Reply #15 on: October 07, 2005, 10:59:08 pm »
Ah, you found the truth! We don\'t have real artists, they are actually robots built by garden gnomes animated by demons summoned by Xordan when he was feeling foolish. Or something like that.

Yup, everything in here is looked over from time to time... either as a reminder, \"oh yeah, we need to work on that next year\", or \"wow, they want that? well, they are looking at the wrong game.\"

There will always be more good things in PlaneShift, and infact we have many more people on the team now then we have for a while.
player -> gm -> dev -> bum

odd2k

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« Reply #16 on: October 07, 2005, 11:00:47 pm »
Suno, if you want more art, then feel free to start making it right now.

Rage McCloud

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« Reply #17 on: October 07, 2005, 11:06:30 pm »
well your not supposed to see inside yourself anyways... saying oh yes it\'d be realistic if you looked inside yourself and saw color... and also i dont know about the trees being cut outs and all... it may just be that you either have graphics turned down or just a crappy video card...

--------------------------------------------------------------------------------off topic---------------------------------------------------------------

also 1d= one dimension which is length a line with no higth or width or length of time...

2d=two dimensions which is length and width but no heigth or length of time...

3d=three dimensions which is length width heigth but no length of time...

4d= length width heigth and length of time...

5d and up i cant remember... i think 5d would be where time can overlap or something...
« Last Edit: October 07, 2005, 11:08:12 pm by Rage McCloud »
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darkw00t

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« Reply #18 on: October 07, 2005, 11:08:00 pm »
exactly, i\'d love to see your art compared to the 3D artists... it takes time and it is frustrating to make good art... the art isn\'t too bad, there may be a few maps errors or whatever but you should try to make this game and all the art by yourself, but the art will come in a future time, at the moment we can just enjoy what we got
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odd2k

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« Reply #19 on: October 07, 2005, 11:10:23 pm »
Just for the record, it would be unrealisticly hard and very unneccessary to add \"blood and guts\" inside characters. I\'ve yet to see a single game that have done that, except where youre supposed to see it like open flesh wounds. The thing is, unless you make heavy modifications to the graphics engine there\'s no way you can see an area between polygons, without actual polygons.

josephoenix

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« Reply #20 on: October 07, 2005, 11:24:39 pm »
In this thread you have successfully insulted anyone who has ever worked with 3D modelling. If it\'s so damn easy, why don\'t YOU do it? Posting whiny complaints about how things aren\'t everything you want them to be and more RIGHT NOW is not helping anybody. I doubt the moaning and groaning by one person who has not made the least attempt to understand the sort of effort, time, blood, sweat and tears that go into a work of art for planeshift will scare away anyone from the 3D team. Hell, you even fail to grasp the concept of dimensions. There is no such thing as \"1D\" art. One dimension is a line. You can make bloody little art with just a line. 2D is shapes, and everything \"flat\". Why am I even bothering to explain? Read this: dimensions [wikipedia.org].

You say that a bit of the Enkidukai model looks like a triangle. Allow me to tell you something about 3d engines. EVERYTHING is a triangle. Or a strip of triangles. Or many many triangles welded together at their verticies. In OpenGL programming, there is no glCreateCoolCatThing(float size, char gender) function. There are functions to make lines, triangles, and strips of triangles. That MUST be where we get those pesky \"1D cuts and pastes\". CrystalSpace is much more high-level than programming OpenGL functions, but the underlying principle remains. In fact, it may be hard to believe, but your monitor isn\'t a fluid image either! It is, in fact, composed of many many many little \"picture cells\" (pixels), each one containing a red, a blue, and a green element. How\'s THAT for earth shattering news.

Then you say \"everything [looks] like poorly connected squares and rectangles\". If you can\'t tell the difference between a building, a dwarf, and a rectangle, not only do you have no place to complain, but you may also need your head examined. Allow me to demonstrate the marvels of \"poorly connected squares and rectangles\" and \"1D cuts and pastes\". Behold, the screenshot from the upcoming game: \"We Had No Clue What A 3D Engine Was So We Made You A PowerPoint Presentation Instead: Look! Shiny! Edition\".



You said you can\'t see the insides of your character. \"Double-faces\", faces that are in the model but will never be seen by mortal eyes (except in the case of a rare bug), are not a desirable thing to have on your 3d models. They can cause lag, weird graphical glitches, and generally make your model look unprofessional to someone looking at your work.

Perhaps when you have a portfolio of your own to show, at least a minimal understanding of \"how things work\", and a half a leg to stand on, people will actually give a half a darn for what you have to say.

[/rant]

josePhoenix

Edit:

@Sangwa: If you spent many months working on something and someone dismissed it as the work of a few hours, would you not be insulted? I would, and I think the artists that made this would be too. When I want to comment something, I try to make sure I at least understand the basics of the topic I\'m commenting on. Now, granted, he probably didn\'t know about all that triangle business, and probably won\'t need to. However, what exactly did he think the PS team was doing during the years of development since MB? I refuse to believe that he honestly thought that They waited until december 22 and said \"Oh, let\'s make a few levels so they\'ll have new stuff in CB\". It\'s also rather maddening because I have been trying to learn various 3D modelling programs for a while now, and it\'s not as easy as one would think. Or not think. While I may have been a little harsh, such ignorance, coming from someone who has been around a while no less, is frustrating and a bit maddening. Having been around since March, I would think he would know that PlaneShift is not finished, that people work on it in their spare time, that an ungodly amount of work goes into each section, be it 2D, 3D, Settings, Rules, or programming (or perhaps the new 1D art department?),  and that just because something is one way now does not mean it will look the same 5 months from now.
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Sangwa

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« Reply #21 on: October 07, 2005, 11:28:39 pm »
*Raises an eyebrow*
That\'s some cold scolding. It\'s normal that some people are completly ignorant to the work and time involved in the creation of a game. I think all we should do to such people is explain how hard it is and what they can expect.
Taking their posts as insultuous hardly contributes to anything.
Instead of responding with stingy replies, we should understand that not everyone possesses a vast knowledge or an accurate common sense and reply accordingly.
« Last Edit: October 07, 2005, 11:32:08 pm by Sangwa »
Disclaimer: This is my opinion and I can be reasoned with. I'm probably right, though.

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Nikodemus

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« Reply #22 on: October 07, 2005, 11:33:56 pm »
Quote
Originally posted by Farren Kutter
I don\'t think there is a such thing as 1D art... Lines are 2D, I\'m pretty sure...

You must have missed this lesson of math.
A line is nothing less that a gathering of infinite amount of points along one axis. Shame, shame =P

At other topic, it is true Hydlaa is bigger mess than before CB and the UV coordinates aren\'t really nice done, but to do it correct is really time consuming. Maybe people who can do that are working on somethink else, more important.

P.S. oh my, this topic is growing with geometrical acceleration :D



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Farren Kutter

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« Reply #23 on: October 07, 2005, 11:38:13 pm »
Eh, i am in learning support for math, leave me alone...




Suno_Regin

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« Reply #24 on: October 07, 2005, 11:56:53 pm »
Quote
Originally posted by odd2k
Just for the record, it would be unrealisticly hard and very unneccessary to add \"blood and guts\" inside characters. I\'ve yet to see a single game that have done that, except where youre supposed to see it like open flesh wounds. The thing is, unless you make heavy modifications to the graphics engine there\'s no way you can see an area between polygons, without actual polygons.
I never said add blood and guts...But I was tinkering with a few open betas, and with a fade-close option implimented on it, you could see inside of yourself, and it had a fairly decent filling (sounds like a strudel...yum) that had the same color as the skin of the character...Or maybe for filling, just make the insides the same as the character\'s description says they\'re made out of (ex. Krans - silicon, Klyros - Reptile-ish slimy skin) not exactly humanoid insides, but it at least adds more reality than having a hollow shell of a body

Suno_Regin

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« Reply #25 on: October 07, 2005, 11:59:46 pm »
Quote
Originally posted by josephoenix
In this thread you have successfully insulted anyone who has ever worked with 3D modelling. If it\'s so damn easy, why don\'t YOU do it? Posting whiny complaints about how things aren\'t everything you want them to be and more RIGHT NOW is not helping anybody. I doubt the moaning and groaning by one person who has not made the least attempt to understand the sort of effort, time, blood, sweat and tears that go into a work of art for planeshift will scare away anyone from the 3D team. Hell, you even fail to grasp the concept of dimensions. There is no such thing as \"1D\" art. One dimension is a line. You can make bloody little art with just a line. 2D is shapes, and everything \"flat\". Why am I even bothering to explain? Read this: dimensions [wikipedia.org].


Well, I don\'t know my dimensions :P

Look, I\'m not trying to insult anybody, but it just LOOKS like it was done in a hurry, the roads in hydlaa aren\'t lined up, and also I think since the ground is flat and has nothing under it, thats the reason why we have fall-off-the-end-of-the-world bugs, because we eventually found a sinkhole area in the ground and just fall through...Maybe its not much of a problem with the art, but things need filled in, instead of being flat with nothing underneath...

josephoenix

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« Reply #26 on: October 08, 2005, 12:01:09 am »
I\'d be interested to know what betas you played that contained this feature, as well as what graphics engine they are using. The point, however, is not that we don\'t have this feature, it is that your should not care that this feature is not implemented. With the exception of the bug you mentioned, there is no reason to ever see the inside of a character, and it would be a needless waste of time and gfx card power to do so.

Oh, there\'s also an edit button so you don\'t need to double post. Nifty, eh?

In response to your second post: you are assuming that planeshift works too much like real life does. In 3D modelling, \"hollow\" objects are the norm rather than the exception. You can\'t make an infinite plane, and you can\'t have \"solid\" ground. It\'s just one of those things... ;]

josePhoenix
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Nikodemus

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« Reply #27 on: October 08, 2005, 12:04:23 am »
Suno, you don\'t know what you are talking about, learn the basics first.
And don\'t double post =P



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Sangwa

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« Reply #28 on: October 08, 2005, 12:07:28 am »
You should have quitted it a long time ago, Suno. Can\'t you see they have arguments based on facts while you are merely suggesting with your imagination?
Come on, I wasn\'t expecting total lack of common sense from your part -_-.
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Suno_Regin

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« Reply #29 on: October 08, 2005, 12:07:51 am »
Just trying to help...Gate to Heaven (one of the betas I played) had a very interesting system. The graphics were streaming, and they didn\'t use an FPS system, it was something else...

Since we\'re discussing this, I think that lag is another cause for falling through the floors to the end of the world, just like how someone showed me they can glitch through walls by screenshots and lag while running into it (something like that)

Like I said, I\'m not expecting these to be first on the list, but it just needs a look through and a few fixes here and there, maybe not use an FPS system, since there are thousands of things ingame that lower them