Hey Guys, My strength is in item/prop modeling, I would like to contribute to that. I would love to help with other small art stuff too if needed, like temp/basic character models, block animation, textures, etc. I haven't spent much time working with these things in a while, but it would be a great way to get reacquainted with them and get some experience. Thanks for letting be a part of the team guys. I am super excited to help. =) Katie --- On Fri, 5/8/09, figarus@xxxxxxxxx <figarus@xxxxxxxxx> wrote: From: figarus@xxxxxxxxx <figarus@xxxxxxxxx> Subject: [project1dev] Re: Animation LODing To: project1dev@xxxxxxxxxxxxx Date: Friday, May 8, 2009, 10:14 AM Hey katie, I think we"re gonna compile an official list for artists so we can start divying it up... I will do that today (soon) so we can get it going. ARTISTS: Just so we can all get to know each other, maybe if you could write down what you're interested in doing - like building/landscape modeling, character modeling, monster modeling, item and props modeling, texturing, animation, etc etc etc For myself, I plan on doing concept art and setting the basic theme/style and then filling in wherever else we need production wise. I know art is a little behind (I've been focused on getting design down but its definitely time to start getting art in, even temp art cuz it'll probably take a few levels of polishing before we get the game where we want on an art level.) but we have a lot of talent and I think once we get some kinks out in the work flow and a production schedule so we all know what we're doing and who can help what, etc we can pump stuff out pretty quick and also once we have a library of props it'll be easier for scripters and level builders too... So yeah, let's get this stuff resolved soon :) Sent via BlackBerry from T-MobileFrom: katie cook Date: Fri, 8 May 2009 10:02:15 -0700 (PDT) To: <project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: Animation LODing Yea, I tried a few different scenarios, which proved to be unstable. Then I stumble upon the FBX Plug-in (which is awesome), and all was well. The FBX seems to work the best and is the easiest to use. =) I can start doing more models now if you guys just want to hit me up with what you need.I am in Seattle, and have evenings free most nights after 6 and all day Saturday/part of Sunday. Happy Gaming! =) --- On Fri, 5/8/09, Chris Riccobono <crysalim@xxxxxxxxx> wrote: From: Chris Riccobono <crysalim@xxxxxxxxx> Subject: [project1dev] Re: Animation LODing To: project1dev@xxxxxxxxxxxxx Date: Friday, May 8, 2009, 1:25 AM That's a nice looking pickaxe Katie, this kind of art will help a lot with the cave! I especially like that you got Maya importing to Milkshape, we were having trouble with that before :) On Thu, May 7, 2009 at 11:38 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Hey that looks nice Katie! > > On Thu, May 7, 2009 at 10:49 PM, katie cook <ktmcook@xxxxxxxxx> wrote: >> >> Hi Guys, >> >> Katie here. So I finally got my workflow worked out. I am using Maya 2009 >> and exporting to Milkshape. I am hoping that I can start helping with >> Models, etc. >> >> If you guys could let me know where your at with Models, etc and what is >> needed that would be awesome. I would love to jump in and start helping >> right away. >> >> Attached is a very basic PickAxe. I just created this as a means to work >> out all my software conversion issues/workflow. >> >> Anyway, If you guys want to use it temporarily or longer, feel free. If >> you don't I won't be offended, =) since I just build it for setup. >> >> And, >> >> "mattthefiend", (sorry, don't know him otherwise by name) >> >> said he would be up for texturing it if it became applicable. >> >> Anyway, looking forward to contributing. >> >> Thanks >> >> >> Katie >> >> --- On Thu, 5/7/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >> From: Alan Wolfe <alan.wolfe@xxxxxxxxx> >> Subject: [project1dev] Re: Animation LODing >> To: project1dev@xxxxxxxxxxxxx >> Date: Thursday, May 7, 2009, 10:29 PM >> >> man im jealous.... >> >> On Thu, May 7, 2009 at 10:27 PM, <mattthefiend@xxxxxxxxx> wrote: >>> >>> Mine is prolly good for high standard and works for multi core testing >>> >>> 2x 256 mb hd 4550 radeon cards >>> Athlon 2.8ghz dual core >>> 4 gb memory w/ 2gb reserve for 64bit >>> And an amazing motherboard >>> >>> Its my pride and joy! :) >>> >>> Sent via BlackBerry from T-Mobile >>> >>>________________________________ >>> From: Alan Wolfe >>> Date: Thu, 7 May 2009 22:20:06 -0700 >>> To: <project1dev@xxxxxxxxxxxxx> >>> Subject: [project1dev] Re: Animation LODing >>> Kent just got an upgrade but if not for that i'd say he had you beat >>> every day of the week (and twice on sunday) >>> >>> but lol, what's your specs? You may be right we could use your machine >>> as the min specs maybe... >>> >>> and btw my comp is kinda old, i think like 2 years maybe more... it's a >>> P4 2.6GHZ w/ 1GB RAM so shrug. >>> >>> On Thu, May 7, 2009 at 10:16 PM, Nick Klotz <roracsenshi@xxxxxxxxx> >>> wrote: >>>> >>>> I'm pretty sure my computer will end up becoming the low standard. If it >>>> runs on this pos it'll run on dos. >>>> >>>> On Fri, May 8, 2009 at 12:11 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> >>>> wrote: >>>>> >>>>> Hey thats an idea Matt... >>>>> >>>>> if animation takes a lot of CPU time we could have an animation quality >>>>> setting which would set the max instances of the animations higher or >>>>> lower. >>>>> >>>>> Neat idea (: >>>>> >>>>> On Thu, May 7, 2009 at 10:06 PM, <mattthefiend@xxxxxxxxx> wrote: >>>>>> >>>>>> Sounds awesome to me! Its nice to be able to scale down graphics as >>>>>> well for slower machines. >>>>>> >>>>>> Sent via BlackBerry from T-Mobile >>>>>> >>>>>>________________________________ >>>>>> From: Alan Wolfe >>>>>> Date: Thu, 7 May 2009 21:59:16 -0700 >>>>>> To: <project1dev@xxxxxxxxxxxxx> >>>>>> Subject: [project1dev] Re: Animation LODing >>>>>> Oh and we can do this in our game too if we need to as a preformance >>>>>> optomization later on (: >>>>>> >>>>>> On Thu, May 7, 2009 at 9:41 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> >>>>>> wrote: >>>>>>> >>>>>>> Ok so for those of you that don't know what LOD is, it stands for >>>>>>> "Level of detail" and in essence means that when things are farther >>>>>>> away, or >>>>>>> less noticeable in some way, that you use less detail cause nobody >>>>>>> notices, >>>>>>> and that saves you processing power and memory. >>>>>>> >>>>>>> For example, objects that are farther away (models, mountains, etc) >>>>>>> use less polygons when they are far away since you can't tell the >>>>>>> difference >>>>>>> at a great distance anyways. >>>>>>> >>>>>>> It makes everything way nicer. >>>>>>> >>>>>>> >>>>>>> Anyhow...So animating models is expensive (takes a lot of CPU power). >>>>>>> >>>>>>> Today i learned something really bad ass, an animation LODing >>>>>>> technique. >>>>>>> >>>>>>> >>>>>>> So what the deal is, is you declare up front how many of a specific >>>>>>> type of animation are allowed to run at once. >>>>>>> >>>>>>> So like... if you have 10 people all walking around using the same >>>>>>> animation, normally you'd have to pay the cost of processing that same >>>>>>> animation 10 times. >>>>>>> >>>>>>> >>>>>>> The LOD technique is to say "only allow 3 maximum instances of that >>>>>>> animation to happen at once". >>>>>>> >>>>>>> So what that does is only process 3 animations but have multiple >>>>>>> people use the same processed animation data. >>>>>>> >>>>>>> If you set it to only 1 maximum instance, everyone would animate and >>>>>>> walk in unison which is really crappy, and if you do too high a number >>>>>>> maximum instances, too many people are animating and it eats up a lot of >>>>>>> CPU. >>>>>>> >>>>>>> So you basically find the balance and say "well its hard to tell that >>>>>>> they are sharing animations if you do 3 max" and then you have your >>>>>>> magic >>>>>>> number, and the game runs faster. >>>>>>> >>>>>>> It's kind of cool... just wanted to share it with everyone... >>>>>> >>>>> >>>> >>> >> >> > >