Aerin

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About Aerin

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  1. 2d animation - need advice?

    Are you planning on using a 2D perspective for these characters? The camera always being fixed, but character appear to move in 3 dimensions? If this is so and whatever you're planning on using these for should either be rendered in a 3D environment as 3D objects or rendered in a 2D/3D environment with a fixed camera and a sprite sheet which is composed of a sequence of images that play a loop that make the character's look like they're moving. This method is similar to traditional 2D animation but there are a few ways I know you can achieve this. Hand drawing these characters and their assets can be time consuming unless you build preset body parts that can be added and removed per frame of animation. Clothes would be done the same way. Both the character, and any clothes or objects will need front, and side perspectives, or full 360 perspectives drawn for each character or object. Unless an animation has been tweened. Tweening can be useful for generating frames in between movements, but is mostly effective in 3D applications. Now instead of drawing each by hand, you can create 3D models of characters, objects, clothes, environments, anything.... 3D objects, once finished can be manipulated to any degree with near limitless customization. The same principle applies to hand drawn characters and objects, the only difference being that characters, clothes, and objects are rendered objects but are still 2D images that can be used in creating a sequence of images that can then be used as a sprite sheet. I'd recommend using 3D. You can rig models and pose them however you like. Images can be rendered out to any size. Models can be adjusted to look north, east, west, south, N/E,N/W, S/E,S/W (North East for example) and will retain their shape perfectly without the need to redraw shapes that were erased when repositioning a character or object in 2D.
  2. Inspire me with spaceships!

    I've always enjoyed browsing the Infinity contributions forum for ideas, or just to admire. Here is the main contributions: http://www.infinity-universe.com/Infinity/index.php?option=com_smf&Itemid=75&board=9.0 Here's the pinned post that has links to 2 years of contributions (mostly all spaceships): http://www.infinity-universe.com/Infinity/index.php?option=com_smf&Itemid=75&topic=7422.0
  3. Is NURBS worth using?

    I apologize for not addressing that. It can be easier to setup organic, and smooth shapes with nurbs modeling, yes. However, when converting to a polygonal object it is important to set the lowest level possible when converting nurbs models into polygonal objects. Nurbs can have a cage surrounding them which will indicate the lowest level of mesh resolution in polygons. A nurbs model is essentially a smooth representation of the polygonal object. After converting the nurbs model into a polygonal object at it's lowest level, I recommend subdividing or "smoothing" the polygonal model in quads so it begins to look more like it's nurb counter part. Always backup any nurb shapes as well so you can make adjustments to the model later if needed. After all that you can create UV maps, and import the model into a sculpting program to start working on normal maps which will allow you to create the organic and micro details for lower resolution models that can be used in games.
  4. 2d animation - need advice?

    How did you originally make these characters? Do you have Photoshop, flash, or a 3d program? I'd also like to see an example.
  5. Is NURBS worth using?

    For games, I don't think there are a lot of, if at all any game engines that support using curve based modeling which nurbs essentially is. I recommend sticking with polygons if you want to see best results. You can convert a nurbs or curve surface object into a polygonal object without much problem. However I recommend when converting, to convert directly to quads, and not triangles. Always have a quad, and triangulated version of your model. Nurbs modeling is good for organic characters or objects but it isn't necessary for animation, rendering, or modeling. Most organic game models use normal maps, which can be made from Zbrush, Mudbox or Sculptris. And are pretty much always polygonal objects. My opinion, for games? Don't use nurbs at all.
  6. The Dragon King, an innovative open world RPG

    Hey Andrew, I understand now. As I was reading with Euclideon, they are developing their technology to be used in game development, as well, potentially in other industries such as medicine. So I see why integrating this system into a game serves as one of the best possible ways to demonstrate it's capabilities. Something anyone can use for learning or entertainment. So, I think you're right. I still stand by my earlier post though without regard to dropping the game, that it should be standalone. Perhaps this is a course you can take after the game's completion? Honestly, what you've shown makes me jump up in excitement. No worries, I don't take your decline personally. In fact it's great to hear you're intent on not accepting free work. Maybe it will urge some people to work on building their portfolios if they're interested in working with you. It may even help people generate some kind of income. Creating jobs... I like that. Do you accept paid freelance work? I understand this is better suited for the Help Wanted class field. However I'm just curious. Well, I have your website, Kickstarter, and this page bookmarked. I'm following it so I eagerly await new updates.
  7. How to open a Lgo file?

    I apologize but at the moment I'm unable to do anything. I can't open this file and there are no useful tips on how to extract model data out of the file. It's an image file, and like the png image file can apparently also store model data? I have no idea how to open this. The video you provided has a website that is still functional, however the /lgo/ is inaccessible. I'll continue to look into this file format and hopefully I, or someone else can provide you with help.
  8. How to open a Lgo file?

    Would you mind uploading the specific file you want to open? The board has an attachment option. I'd like to see if I can open it. Since Tales of Pirates is a freely distributed game I'd think it's fine.
  9. How to open a Lgo file?

    If you're looking to edit textures then you shouldn't need to find the objects. From what I've read it states that the lgo file format is an image format, and doesn't store any model data. Only textures. I would check out the converter they provided a link to in that thread that I provided a link to. An obj file can open with textures in 3DS Max, however, an obj file does not contain textures. It only contains model data, and on occasion, material data. Textures will always be in a separate folder. If you're trying to modify the textures only then you don't need 3DS Max. You need to open the files containing unwrapped textures, which the lgo file seems to be. You don't need to open an obj file to edit the textures, although it will come in handy for previewing them.
  10. How to open a Lgo file?

    lgo file hu? Google doesn't really shed any light on how to open and save lgo files other than providing links to websites that offer programs. That's too sketchy for me and something I wouldn't recommend looking at for programs that can open and save lgo files. Since you're looking to modify the lgo file it looks like PaintBrush can open it. There's a source forge link if you Google it. Might allow you to open, edit, and save the file as lgo or from what I'm reading (.logo). Reading up on it, it says it's based off the TIFF image format which paint.net and photoshop can both open and save to. Paint.net is free, Photoshop has a trial. I can open and save to TIFF, I don't see any way of opening a lgo file or saving to one for that matter. I'd recommend trying PaintBrush first. If that doesn't work then try PaintNET and Photoshop. Also, there's this thread on the game's forums that provides a link to a converter and a proper image editing software (although I'm sure anything will be suitable). Here's the link: [url="http://forum.top.igg.com/viewthread.php?tid=118412&extra=&page=1"]http://forum.top.igg...2&extra=&page=1[/url] I haven't checked the link out in that thread. So, that you're going to have to it check out. Hope it helps.
  11. Converting a model

    If no one gets back to you it's possible for you to convert it using the 30 day fully featured trial of 3DS Max. My trials have run out for 2012, and 2013 so I am unable to convert it for you. Unfortunately, Autodesk FBX Converter 2013 doesn't support MAX as a usable input file format. However, it can import, and convert other file types if you ever need to quickly. 3DS MAX 2013 Unrestricted 30 day trial: [url="http://usa.autodesk.com/adsk/servlet/download/item?id=19570212&siteID=123112&id=16324410&siteID=123112&s_tnt=36218:1:0"]http://usa.autodesk....s_tnt=36218:1:0[/url] Here is the FBX converter. It will not convert MAX files though. Windows x32: [url="http://images.autodesk.com/adsk/files/fbx20132_converter_win.exe"]http://images.autode...nverter_win.exe[/url] Windows x64: [url="http://images.autodesk.com/adsk/files/fbx20132_converter_win_x64.exe"]http://images.autode...ter_win_x64.exe[/url] Mac: [url="http://images.autodesk.com/adsk/files/fbx20132_converter_mac.pkg.tgz"]http://images.autode...ter_mac.pkg.tgz[/url] I'm sorry, if I still had the 3DS Max trial run I'd have it converted instantly for you.
  12. The Dragon King, an innovative open world RPG

    Andrew, You know, what you're developing sounds really incredible. I'm not as excited about the game as I am about this system you're developing. Since it currently isn't an independent program, you're limited to using this in Blender, and the SPARK Particle Engine correct? I don't see why funding is so necessary at the moment. In fact I would consider dropping the development of the game entirely, and start working as often as you can on this system. I'm sure you have things to tend to in daily life, but developing this system seems like something you should focus entirely on. It would be spectacular to see it develop into it's own standalone program. You could even write support for other programs to use it, say, other game engines. You could even provide compatibility for other 3D applications. Autodesk Maya was built with C++, and Python. MEL script, or Maya Embedded Language simplifies commands in Maya and could be written to execute commands related to the application inside of Maya, or to even build plug-in based support allowing you to add to the UI. Of course, the people over at Blender.org would be just as grateful I'm sure. I could see more people supporting this as a standalone program. Being able to integrate it into other game engines and 3d applications could make it very popular as well. I'd envision myself willing to support something like that. Something I would contribute money to, in fact, something I would buy all together. I would definitely think about working on this as hard as you can and push out as much demo material as possible. Get people excited that you're developing a new technology. It's seriously something I would have so much fun with. It would make animation, and particle simulation a hell of a lot easier. Special effects can even be applied to a system like this. Without a massive impact to performance there's a lot I can see myself doing with something like this. At the moment I'm forced to cache all simulated particles so I can play them back smoothly to identify artifacts, and make changes. That's only in cases when a simulation requires more than a few million points, but what you're describing could very well become an essential tool for artists. I think your Kickstarter should revolve solely around this system you're developing. However, I do think it's very early to start a Kickstarter. You should wait until you have a multitude on content to show. I... I'm actually very excited about this system you're working on. I think, that even if, you don't make a game. If you worked on making this system into a standalone program, and didn't use Kickstarter and presented this as a product. It would sell. It would just require your time. Not all of it, but a bit of it each day. Heck, I'm not a programmer. Is it content creation, and hiring extra programmers to work on this the reason behind needing funding? You can easily create something on your own or in small circles that won't incur any major costs. I'd help you create content just for the demonstration of the system you're developing. I wouldn't charge either.
  13. The Dragon King, an innovative open world RPG

    I'd also like to see more. I'm interested in a more in depth visual demonstration involving characters, structures and other objects. Is there any current limitation on how much damage something can take? Look's like you could make a really cool surgical simulation with this. This would also be really cool to see in a SAW like game. Every cut you make stays and can be effected by the previous cut. I'm also curious if you're able to convert objects into granules. Say I modeled a statue. Is there any limitation to where an object can be damaged i.e: a sword strike leaves an impression or cut where it hit. And, is there any polygon budget that you have to adhere to?
  14. 3DS MAX vs BLENDER for GameDev

    TheSyfrX, Take into consideration what Mratthew wrote. You can also sculpt inside of Blender the last I saw. Sculptris is an excellent alternative to Zbrush if you would like to use similar tools features in Zbrush. Both are made by Pixelogic. You can create "extreme detail" in all 3D modeling applications that allow you to extrude edge, vertex points, and faces. As SimonForsman said, the tool doesn't really effect the quality at which you can produce models. I've seen great work come from people who use Wings3D. Models that consisted of almost half a million polygons. All extrusions however. Time, and willingness to learn a program and find which programs best suit your available resources will help you determine which program you should continue with. Note that most programs, Zbrush, 3DSMAX, Maya, Blender, and I would think Sculptris can export normal maps, along with bump, and height maps. Normal maps may be essential for you to make if you're going to be making models for use in the UDK. I'm not sure if UDK supports displacement map rendering for LOD rendering. You may find that Sculptris, or Z brush are easier for making hard surface modeling which a lot of character assets use, such as clothing. Hard surface, and organic modeling can be done in all the programs listed above. Take your time to familiarize yourself with formats supported by the UDK. As for images. I agree that gimp is a good program. As is Paint.NET (not Microsoft paint). You don't need Photoshop, but Photoshop is something I recommend having.
  15. Pluvious, Try as I might I am unable to convert or import the max file you have uploaded. I don't have a licensed student, or retail version of 3DSMax. However, I am able to look at the textures provided in the download. Your 3D artist did an excellent job with unwrapping and texturing. Everything looks good. If you wouldn't mind asking him to send you and .OBJ, or an .FBX (preferably FBX) then I can take a look at the model's uniformity, and topology. Since it's a max file, and I don't have max. I can't open this file to view the model and it's animation. The Max format can, to my understanding, like MA, or MB (Maya's native formats) save animation, and rig data within the file itself. FBX can also store this data inside the file, and doesn't exclude these files to an outside directory. However, this means if you don't have 3DS Max, or a program that can open and read the MAX format, you won't be able to see the model, or any animations. So, if you can, provide an FBX file instead. I would prefer FBX since it's a universal format between many 3D applications, and sometimes, game engines. It will allow us to take a closer look at the model.