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Animation Video + New Biker Concept + Another gun

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dgreen02

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Quick 7 second video of a pistol shooting animation...

You can see the gun's slide moving and everything. It's going to be awesome once it's all in-game.

[ http://www.radioactive-software.com/urbanempires/August28/UE_Pistol_Fire_Animation.mpg CLICK THE IMAGE ]


Beretta 92f gun model


Biker B - Concept art


Here are some images of the gangster Level of Details...



It's not all smiles over here...I'm dealing with all this new artwork and having some issues merging animations across each model, since I want to have a shared skeleton between all character models.

Also my skin mesh rendering code blew up since moving from the 2002 version of the DirectX SDK to the August '07 version of it, so I'm porting over the SDK sample that loads + renders + animates my character models. Just finished that, now to adapt the skin shader effect, etc.

Back to work.

- Danny
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so err where did you acquire all this skill from? Also do you know a place that introduces shader programming gently? Engels stuff is too intense for me.

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Yea I learned via the ShaderX series but mostly it's "time in = results" for me and this kind of stuff. I've only been working with shaders for about a year and a half, started out writing SM 1.0/2.0 ASM shaders for about 6 months...then got modern and started using HLSL recently...sooo glad I did that.

I finally can use SM 3.0 now so I'll be learning all about that soon.

I guess my advice would be to try and learn ASM shaders then you'll be in love with HLSL ;-) I really don't know any better sources than the ShaderX series sorry :-/

- Danny

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well your stuff is really quite impressive and you make it all look easy. Any reason why you decide to have the player models modernized ?

i guess ill have to learn the graphics pipeline then :(

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Well I wanted more gang types, and my original artist wasn't available.

Plus to get any attention these days you have to have high quality graphics so I'm going all out on the specs. Technically the new models are 4X the quality, with 3 2048x2048 textures, and a 4,000 triangle count...the old ones only had a single 512x512 texture and were ~1300 triangles. For a game shipping in early 2008, I'd obviously be compared/competing with other games out there...I'm just trying to stay modern. Plus I couldn't live with myself if I let the game go out with just 3 gang types. I want all 9 in there.

Same with the cars and weapons. This game will be pushing computers for a few years @ the highest settings. I'm going to do some work on the environment rendering and things should be looking great.

Thanks for the comments.

- Danny

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ye, i am glad your game has more gang types. It adds variety and doesnt let anyone feel left out. You wouldnt want anyone knocking on your door asking you why you think their group wasnt good enough to be included in your game... hehe

Also, can you mix and match gang members? Not all gangs tend to be homogeneous. There are defectors, spies and people who just grew up in the [wrong] neighborhood.

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Sorry if this has been asked before, but how are you coping with events happening during animations playing e.g. a gang member is firing the pistol as in your movie above but gets hit by a car. Do you have blending implemented that will transition him from firing to "knocked over" animation?

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Well in that situation it would just transition to a ragdoll...but the D3DX library has mechanisms for blending between tracks/animations.

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Thanks Danny, I've seen too many games where characters slide about as the game has no solution for the behaviour going on. It can be quiet ammusing to see NPCs sliding about only to go into instant death pose or fly across the screen when their death animations kick in :-)

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