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sabato 28 settembre 2013

Enemy Territory animations

In the summer holiday I could not use my PC so I only spent a bit of time redo the set of common texture ...



Recently, I tried to become familiar with the ET animations system, looking at the file body.aninc and human_base.script. It was quite clear but honestly I have not figured out exactly how transitions are managed. However, it all seems very flexible (I think you can even customize the animations for each type of weapon). Initially I thought to redo the animations strictly necessary for TC:CQB, but after a brief exchange with the developers of ET:Legacy I decided to redo all the animations, to ensure the highest compatibility.
Many animations are very similar and have been made by observing the initial and final poses and keeping the number of original frames.In any case, all the animations are made from scratch.
Here are the ones did untill now (although a subsequent tuning phase will be necessary...).

death_machinegun_1, death_rifle_head_2, death_machinegun_2, death_gut, wounded_idle_1, revive, stand_binoculars, stand_radio, pain_head, pain_chest, pain_gut, pain_groin, raise_rifle, stand_rifle, firing_rifle, reload_rifle, firing_rifle2

I knew it would have been a long task, but I never imagined that it was so long...

martedì 11 giugno 2013

mdm mdx first shot

No way to make a brand new game... making a game from scratch is very demanding and requires resources, determination and lot of time. It would be a nice idea to check how long the credit list of a game is before starting to make a new one.
I've never played to True Combat: Close Quarter Battle and a month ago I made a couple of shots on a Japanese server against some bots (tcbotmatsuri.dip.jp). It's really well done! I was impressed by the quality of the game and so I tried to do some experiments.
First, I converted my (unique) map for cqb. Then I started to experiment with how I could customize the the player models (a little nightmare!).
However, many smart guys lost many hours of sleep to explore the  mds/mdm/mdx format before me and left great tools and tutorials without which I would not be able to get any result.
Here are some screenshots of my first raw attempts after a couple of months of work (mixed shot from cqb & tce).
It's only a first attempt and everything has to be improved.
The best thing would be to redo completely the animations because they can be greatly improved, but currently I've used the original ones even if I had to make many compromises.










venerdì 26 ottobre 2012

a kid for my son elia

No news this month regarding Code43. I worked instead on this kid.
It's a lowpoly character for a little mobile game on which my friend yuredd and I are working on.


kid --> 560 tris [512x512 diffuse]
helmet -->  93 tris
weapons -->  42 tris [256x256 diffuse]
ammo -->  20 tris

This is a turnaround (antialiasing+filtering+shadow off)


Maybe I'll try to scale down the size of the texture and to paint the hair, but I would not want to miss the cartoonish style.
Critics are always welcome

lunedì 9 luglio 2012

code43 on iphone?

Code 43 on iphone?
why not? I spent some time for this little experiment.

ISO Shipping / Storage Containers 20'

I finally finished the textures for my iso container (or ship's container). It required a lot of time because I watched many references and tried to understand the standard of the container's codes. I also made many color variation and original logo (so no copyright was violated). I still have to complete the texture of the interior ... so all the doors are closed...
Here some screenshots (scanline render).

Container 20' light gray
Container 20' dark gray

Container 20' light red

Container 20' dark red

Container 20' yellow

Container 20' green

Container 20' blue

Container 20' cyan









lunedì 30 aprile 2012

20' container normal

Some little progress this month. I worked on my 20' container, i make the normal map and start some experiments around the AO map. Here a couple of screenshot.




I play also a little with Xnormal for bake normal and make cavity map from normal map.
It's free, it's easy, it's powerful and really amazing software.

sabato 31 marzo 2012

No free time in the last two month...
I froze the implementation of the high poly firt person view arms. Zbrush it's a great sotware but the UI is a little nightmare for me.
I played a bit around UDK material editor and i imported my first static mesh. This is my first try and my first room.




I also maded a 20' container and the geometry is finished. I have to do some tuning to the high poly mesh and start the texturing phase.