Freelance Characterartist for national and international games or film productions.
yeah time flies when you've got a lot of stuff to do :X
US on its way :)
thank you :)
ok now to your questions
>I could see from the video that you were adding quite a lot of geometry within Zbrush, especially on the face.
I'm not one of those guys who stay on one level and work on that as far as possible, as you may have noticed i'm switching back and forth between levels.
>What is your workflow to get the uvs onto the models? Do you export out a low res of your sculpt and build from there?
well before i switched for retopo to 3dcoat i used zbrushs internal tools to create the lowpoly model, now i export the highresmesh to 3dcoat and retopologize there, then export the lowpoly to max and unwrap. I'm not sure I might have captured parts of the retopo and unwrap workflows as well. Have to search for the files, maybe i can cut something together
>When you were drawing the indentions of the jacket, by the zip and around the lower shoulders
lazymouse! go into the stroke tab and activate it :)
while i do have a small cintiq (the 12" one) i'm using it pretty much like a intuos as its pretty small :S
so you think we didn't think of that? ;)
he doesn't only drive with propeller, the propellers are more of a support system and only shoot in once he left the ramp and is airborne :)
as it is on the flightdeck, the plane is in park mode, the wheels won't be out when in flight either.
look, if we get the chance to produce it, for real - then of course we will take it
i highly doubt, a project of this size is doable on a freetime base in any reasonable time
congrats to all the competitors, you did an awesome job and congrats to all the winners, it's a pleasure to see what can be done on a indi base!
oh he will fight them, but with his abilities, he will have his "gun" look in the concepts section, and his pogo is definitely going to be a weapon too, there will be action, kicking tokachu right now is just useless funny action to have at least a little action in it ;)
"F:\games\SteamApps\common\unreal tournament 3\Binaries\UT3.exe" menu?game=Airborn.Airborn -windowed -resx=1280 -resy=720 -ConsolePosX=0 -ConsolePosY=0 -useunpublished -nohomedir -mod=..\Airborn
if it doesn't work try removing the "
Where is your airborn folder located? Put it into your UT installation root. And is your ut updated to the latest version 2.1?
Like you hate everything you kill when you shoot at them, like in most of your mods? :)
Right now he just kicks a ratlike animal, nothing compared to shooting a guy, funny that so many think this is wrong while no one would have said a word when pino would shoot at the soldiers :)
Gonna test this out, good luck with the contest!
the steamboy-ish one wheel is my favorite so far, very cool
thats a thing the future will tell, right now, the flight is very conceptional and far from playable
this guy just posted before you :P
back then they have been dynamic, we tested a lot and in t he end we decided to go with hatches that are drawn in the textures as we can controll them better
i always just searched for terms like "realtime toonshading paper" "realtime hatching paper" etc there are dozens of free pdfs out there
NPR Symposium is a nice adress to find out more stuff
na dann sag ich mal hallo :)
cool, dass ihr immernoch weiter macht!
sound like a really cool idea, good luck to you folks :)
well i'm totally stupid with math, wish i had learned more back in schooltime xD
So the only thing i could do with the formula that valve has give, is to break it up into smaller chunks and reverse build it up to get the look i was aiming at. For Airborn we changed a lot on the shading but it was good to learn how the math behind TF2 works.
Ok here is a status report
of course we worked on it further more, there is already a better demo made for the MSUC finals, which we are right now porting to UDK.
Code is almost done, now we have to fix up some assets, shaders and stuff.
read the readme :)
or wait till the next release, basicly we have it done for ut3 but want to release it together with with the udk version
sure it is, just a small winterbreak right now, we are moving to udk sometimes in early 2010...
download the mod and study what we have done? ;)
all our "secrets" are allready public o.o
we would love to, the thing is, now that udk is out it doesn't make tooo much sense to stay on ut3, the new features and the ability to create a standalone version are very good reasons to switch. on the other hand, udk does not support consoles, so i'm not quite sure how we could get both parties served the right way. airborn was always planned to be a console game, so you play it with a controller, even our pc demo has a way more sophisticated controller handling as keyboard controlls, its really hard to combine both worlds without losing our initial focus
there are no cats in this game ;)
ich? ich bin nur grafiker ;)
sell what? its just looking good, we will definitely use udk at some point but we cannot sell a graphics demo, well we could, would you buy it? :P
way to early to start thinking about beeing paid for it :)
we will see how easy we can switch to udk, but first lets finish on msuc ;)
oh it definitely does provide useful features, for msuc we stay with ut3 after that there are not many things which speak agains switching to udk
one image to the right, you can see it with textures ;)
Its not about the need, its a simple fact that the more concept you have the faster you can produce 3d, of course you could develop any shape in 3d be it simple or complex, but it will always take more time then just drawing it and trying in 2d what works and what doesn't
well such things definitely doesn't fit the concept and wouldn't make much sense in that situation, but i like the idea, it just has to find its time and place, but definitely not this time
from my experience i'd say wait a bit longer aufter the msuc release because there will definitely be stuff that we can't make in time, but we will keep at it after msuc too
next demo ;)
do you think i', exchangine the mattepainting of the lighthouse with a actual 3d model just for fun? haha definitely not.
als besseren index, kannste die metascore von Metacritic.com nehmen, da sind ein paar mehr auswertungen drin als nur eine einzelne von gamespot :)
its a mobile barricade which gets dropped by ships solders landing bahind it, building it up and defend positions to in that specific case keep pino from leaving the harbozur
thank you very much, i never played that game, but i guess we should look into it as a lot of people said there are similarities.
we hope so but can't guarantee it
so what does windows say?
its not going to be the ONE more like a combination of different elements in one ship ;)
doesn't work yet, we hope we can make this for the next demo
he will be changed totally its just an initial sketch, i just wanted to draw something ;)
thanks from us for the mention too :)
i don't think it is possible to mod the xbox version, so i don't think we can do this :/
good point on the shoulders and there is surely a lot of space to make him more evil escpecially with the designrule that the more evil a character is, the edgier he will get, but in this cas as he is a fatty the hardness will come more from his smaller features and not the total overall shape like on the brute.
Well i'm a 3d artist so i definitely think he will change quite a bit when i'm modeling him, shading and perspective for free, yay ;)
anyways its just an initial concept as i wanted to draw do something, we are playing around with other ideas too, but personally for me i think a small round and chubby choleric enemy is cooler then the hard, edgy, thin and tall guy. I think its cooler to have that guy smaller then a kid (thats where his hate comes from, damn he is soooo small) commanding soldiers that are all twice his size
they are not, while it is a cool detail i can't make em this way and work for the 3dprint, also we will need them to run before the liftoff, otherwise the plane would just fall off the ramp, which it still does but not as far ;)
it's not a mod anymore, it just started as a unreal tournament 3 mod, but i can't change it to full game here :|
depends on what you mean by far ;)
its not a game - yet
yep i do :)
naaah he is not fat, he is pretty skinny, but has a nice round beer belly and some pretty heavy and saggy clothes, he lives on the lighthouse it can get pretty windy and cold up there
wir sitzen gerade an der ersten UDK Demo
ist nicht spiegelverkehrt und du hast recht, ich hab da einfach nach Konzept gearbeitet, aber ich machs mir jetz mal einfach und sage... er ist Linkshänder :P
Gürtel funktionieren ja in beide Richtungen
everyone in this team is working in the biz, and all of us have signed ndas so we can't show anyhting ;)
we didn't take any inspiration from maschinenkrieger :)
as said the design is based on actual planes, however we like maschinenkrieger, and I saved their images in our inspirationsfolder, so from now on it can be counted as inspiration to us ;)
which is not a bad thing hopefully :)
what we did is take old ww2 planes, take the parts we liked, changed, changed, changed till we had something that fit into our universe
one of the very few things we took from unreal, keen eye :D
it's on my list but has a very low priority :)
and now i'm gonna say, airborn is never going to be first person, period :)
you see the two cogwheels gripping in the rail? thats how it moves :P
read the introduction post i started with this and applied some changes that i liked better, its far from beeing a correct SSS solution but its enough for me and pretty cheap instructionwise
only a few days left till the first demo >_< hopefully we will make all on our list till then, don't expect toooooo much but it's a first step to creating something playable :)
crowded? i think it's pretty streamlined, the text is just desciption, there won;t be text, the weaponslider will be invisible till used, so most of the screen is actual gameplay
it's a suspension bridge, which is in this case connected t a steam pipeline to stabilize it on longer distances, shorter distances will work without the pipe
asked the modeller, 3k he sais :)
it's baked in maya, could be done in max too, but creating this in unreal is a pain in the *** as you have to create all your light bounces on your own
oh thats totally tweakable so this doesn't have to be the final look, we'll need to have more ingamestuff to test it, our env dudes are working on it... or Manuel aren't they? xD
@Assaultman: hrm US and 20 youre studying 3d stuff? if so tell them to fly me in i'm giving you a zBrush course :P
does the cideo work for you in full length?
this is just to show how the outline itself looks like, i'm not going to tweak it to look good on UT, we will upload a video with outlines once we have the environment up and running, there is a lot to tweak, to test what works and how subtle or eyecatching we want it. This is all just research here, the screenshots don't mean that it will look like this, maybe it will but it's not written in stone just yet :)
Moddb.com thats a traindepot, so it's a small train that transports goods on to the flying ships
no unrealscript at all, just a material plugged into an posteffect
@bleutn: i could just tell you how to set up the nodes in unreal, but that wouldn't bring you any further, so try reading some stuff about edge detection filters in PS, learn how the custom filters work and thats just what i'm doing, the math behind it is REALLY simple once you understood it and i'm really stupid when it goes to math, i need a calculator to add 5+6