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Activity #2 3d David Coen

  • because i can, though the play mechanic is pretty much pong, and after spending the day making animation i'm kind of wiped out to type anything interesting.

    the main photo, had one of my female friends critique the bikini girls appearance…

  • Bit of a slow week, finished 'chico of the dead' (once it is available in the app store i get to start promoting it, fun) and during the recovery time after a big project, tidied up some randoms bits of tech, simplified renderer, and added…

  • Still a bit to go but finishing up the chico of the dead game, about a week left? event spent some time improving the quality of the first part of the game experence (added help)

  • well, took 5 hours to write my own morph plugin for max, but then took 2 days to change the pipeline, engine and animation for stream based morphing.
    and so the first thing to make was a shalug, half shark, half slug. what else is morphing…

  • First pass of the assets is almost done (evironemnt, some props, 3 player models and 5 zombies are done. one zombie and 3 small creatures left)
    Code is also getting done, minus the occasional task from hell such as 'rewrite collision system…

  • Started to implement game flow over the place holder assets, so have seen ingame cinematics and the simple scripting sequence work.
    Today finished one of the three player models, added frustum culling and linked up the missing bits for game…

  • Day 15 game dev, the zombie can now fight back which makes thing seem a bit more fair, also made it a lot tougher to kill the zombies.
    Title screen and starting a new game are done. now to make place holder art for the rest of the game.

  • Still working on iPhone, now have opengles2 support for my pipeline (shaders)
    finished up the goldfish project, and having a break from the cute stuff to do something violent, like shoot zombies.
    zombie is a performance test, though still…

  • Took a break from programming to do some artwork, and kind of happy with the result of an afternoon mucking about with normal maps. possibly should learn mudbox or zbrush, but found a workflow that suits me, even if i get to swear about polygon…

  • well, that is a way to spend my time.
    had another go at asset pipeline, using what i had learnt over the last few months and getting the information to the engine for the shaders, as well as preserving non shader rendering.

    excitement…

Submitted by davidcoen on
Forum

1000 tri humanoid model, well, by way of reference i though i would post two old models close to the description to give some frame of reference as to what is possible with 1000 triangles (note, big fan of vert-by-vert modelling, you have been warned)

[img]http://www.dsc223.com/links/image/s000.gif[/img][url]http://www.dsc223…] nils, 1092 tri

[img]http://www.dsc223.com/links/image/s005.gif[/img][url]http://www.dsc223…] nurse, 756

//sorry for post in platiner thread earlier, didn't realise it was one person per thread
//gewd damn it, having some difficulty using images as hyperlinks, oh well

Submitted by Kalescent on Thu, 20/01/05 - 12:30 PM Permalink

Those are great David - Im really a fan of your work - the animations and quite a few of those models have on your site really have some attitude and personality about them.

Great Job [:)]

Submitted by palantir on Sat, 22/01/05 - 11:05 AM Permalink

Hey, they are really good. Thanks for posting them.
They have more of a cartoon style then what I was trying for with the activity, but they are a good reference and show just how good a model can look on a low poly budget.

I?m too very impressed with the work on your site. Great stuff. :)

Submitted by davidcoen on Mon, 24/01/05 - 12:54 AM Permalink

Hey, thanks for the complements, i have been doing this for a rather long time which is quite an advantage (feel old though) take care

Posted by davidcoen on
Forum

1000 tri humanoid model, well, by way of reference i though i would post two old models close to the description to give some frame of reference as to what is possible with 1000 triangles (note, big fan of vert-by-vert modelling, you have been warned)

[img]http://www.dsc223.com/links/image/s000.gif[/img][url]http://www.dsc223…] nils, 1092 tri

[img]http://www.dsc223.com/links/image/s005.gif[/img][url]http://www.dsc223…] nurse, 756

//sorry for post in platiner thread earlier, didn't realise it was one person per thread
//gewd damn it, having some difficulty using images as hyperlinks, oh well


Submitted by Kalescent on Thu, 20/01/05 - 12:30 PM Permalink

Those are great David - Im really a fan of your work - the animations and quite a few of those models have on your site really have some attitude and personality about them.

Great Job [:)]

Submitted by palantir on Sat, 22/01/05 - 11:05 AM Permalink

Hey, they are really good. Thanks for posting them.
They have more of a cartoon style then what I was trying for with the activity, but they are a good reference and show just how good a model can look on a low poly budget.

I?m too very impressed with the work on your site. Great stuff. :)

Submitted by davidcoen on Mon, 24/01/05 - 12:54 AM Permalink

Hey, thanks for the complements, i have been doing this for a rather long time which is quite an advantage (feel old though) take care