[project1dev] Re: Have we considered this? (ART)

  • From: Larvantholos <larvantholos@xxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 29 Jan 2010 19:14:23 -0800 (PST)

Well in 3ds we can model it in any size, and then scale it down to what we need 
after. We can also change the units on the fly to a specific scale IE metric. 
Tho leaving it units works better (especially in a game engine scenario) 
because then you can adjust the units per whatever.

Also if something looks broken and you know your scaling it down, or the area 
of the mode is not going to be visible you can get an idea faster if you want 
to spend that time with it or just hide it >..> <..< 

--- On Fri, 1/29/10, eric <figarus@xxxxxxxxx> wrote:

> From: eric <figarus@xxxxxxxxx>
> Subject: [project1dev] Re: Have we considered this? (ART)
> To: project1dev@xxxxxxxxxxxxx
> Received: Friday, January 29, 2010, 10:06 PM
>    They know - hanaan
> has eye problems so he's been modeling big and shrinking
> but I was thinking he could probbaly just change his zoom. 
> I am not that familiar with 3ds, but I know you can in other
> 3d programsSent via BlackBerry from
> T-MobileFrom:  Alan Wolfe
> <alan.wolfe@xxxxxxxxx>
> Date: Fri, 29 Jan 2010 19:04:13
> -0800To:
> <project1dev@xxxxxxxxxxxxx>Subject:
> [project1dev] Re: Have we considered this?
> (ART)oh hey also im not sure if
> you guys heard this yet or not, but in our game 10 units = 1
> meter if that helps at all
> 
> On Fri, Jan 29, 2010 at 6:13 PM,
> Larvantholos <larvantholos@xxxxxxxx>
> wrote:
> 
> For the
> art workflow, I admit I have some of the same issues as
> Hanaan here, tho I'm just knocking out some basic
> stuff.
> 
> 
> From what I've seen so far, art getting out there a bit
> slow is delaying things a bit - have we considered modeling
> quick mock up zones for everything?
> 
> We could easily knock out areas, un texutred props in them,
> lay out the core colors for each are so we have some idea of
> the ambient theme - setup lighting with the scenes and bake
> into the AO into them - this way a lot of "area"
> would be covered pretty quickly.
> 
> 
> A short list/idea of what sort of creatures, vegetation or
> technology that would be used in the areas were modeling
> would help too.
> 
> In terms of doing this, the core art could keep pace with
> the scripting/programming a bit better, and the programmers
> would have a little more to play with.
> 
> 
> Let me know, I'm gonna mock up some stuff in the next
> few days since everything is finally good on PC again :D
> 
> Oh and Eric, if you could provide some example objects or
> suggest objects to use for very fixed height (I realize you
> gave me the measurements) I could probably layout the
> untextured area in 3ds - setup objects in it to get an
> overview of how it looks if this would be easier? Since
> doing the walls/floors shouldn't be to much of a problem
> since you've provided a basic layout design, I'd
> more or less need to know what we wanted as the general room
> dimensions too.
> 
> 
> 
>    
>  __________________________________________________________________
> Ask a question on any topic and get answers from real
> people. Go to Yahoo! Answers and share what you know at 
> http://ca.answers.yahoo.com
> 
> 
> ==============================
> Project 1 Dev mailing list
> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx
> Project 1 website: http://project1.demofox.org
> 
> Project 1 SVN repository: http://pyotek.com/project1
> 
> 
> 
> 


      __________________________________________________________________
Looking for the perfect gift? Give the gift of Flickr! 

http://www.flickr.com/gift/

=============================Project 1 Dev mailing list
to unsubscribe, please send an email request to demofox@xxxxxxxxxxx
Project 1 website: http://project1.demofox.org
Project 1 SVN repository: http://pyotek.com/project1

Other related posts: