Development > Artwork
First model from scratch w Blender
Mattn:
what's the polycount? looks a little bit high
Destructavator:
Honestly I don't know - but then again, I made this model
1) Because I'm new to modeling and wanted to see if I could learn Blender, and
2) Because I also think that this would be good for a high-quality source video that could be made into a cinematic, not actually used for the in-game engine, as I mentioned in the first post:
--- Quote ---Before you ask, I know the soldiers in the game already have boots, but this could be used for a high-quality rendering for a cinematic, which might look much better than grabbing a model already used in the game with less polycount (I hope I'm using the right term there).
BTW, for those who are rendering models for cinematics, practically any engine/language could be used, I've been slowly learning how to animate models with Irrlicht 3D engine and C++, a combination I picked simply because I heard that Irrlicht is one of the easier open-source 3D engines to work with.
--- End quote ---
I agree, yes, that this probably is indeed too high-detailed for use in the actual gameplay, although it would be good (if textured) for a nice cutscene RoQ, to re-phrase my statement.
Sorry if I was unclear on that point.
EDIT: To further elaborate, when rendering simply a video clip for a RoQ, it wouldn't really matter if the polycount was high, because the modified Q2 engine wouldn't be dealing with it, it would just be playing the eventual RoQ.
Destructavator:
I recall one of the ideas for a short segment of one of the proposed intro animations was to show soldiers running (along with alarms going off, etc.) while aliens were attacking, I think it was BTAxis who came up with that idea.
If legs were added to this, then it was put in front of a background of part of a corridor inside a miltary base, it would be easy to make a short video clip of a few seconds of soldiers running.
I'd like to give everyone here an example of what I'm talking about, but I don't yet know how to texture then animate the model (yet). A picture tells a thousand words, and right now I can't implement the picture (in this case, the video clip), so I'm forced to settle for words right now.
EDIT/Update: Here, something like this:
http://www.destructavator.com/public/boot_run.avi
This is a quick and dirty depiction of what I'm thinking, but if this was done with many feet going by quickly (running, with a different background to look like a military base hallway), it might make a nice cinematic fragment.
Or, if you don't mind live video, I can dig out the chorma key background screen and film it with better lighting, edit it, and create it that way. I also have camo pants in several color combinations, as well as black (Ultra Force brand).
Destructavator:
So what would be best? Modeling, live video, or a combination of both?
Psawhn:
The polycount is in the upper-right corner. It's given in faces, which counts both quadrangular faces and triangular faces. Currently yours shows 272 faces. By the looks of that, most of them will be quads, so if it were in the game it'd be 544 triangles or fewer.
If you want to give more than just an OpenGL screenshot, you'll have to do a render. This uses the lights and the camera in the scene. This is also the way to showcase more advanced materials. It's found in the scene panel (the part on the bottom, the little icon that looks like a photo of mountains) - it's the big button labelled "RENDER." A shortcut to render is to press the F12 button. To save the render, press the F3 key. If you accidentally close your render window before you save it, you can pull up the last render by pressing F11 and then save with F3.
There's plenty of tutorials about to learn how to use blender. The main wiki at http://wiki.blender.org/index.php/Main_Page contains a multitude of resources, plus links to more. If you're a visual learner, try http://blendernewbies.blogspot.com/ or search for blender video tutorials on google.
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