No, Blender. I'm just vastly underutilising its power. Like hopping in a rally racer to go a block and back to the supermarket underutilizing. When I intentionally st out to make high def, high poly images they still end up looking blocky, so I stick with the low-poly where I build it one vertex at a time from a cube and get results that are honestly not that different. Of course, I should take the time to texture them as well before moving on to different projects, but given that they are at least theoretically for a game even if I've forgotten more programming than I remmber at this point, I salve my concience with teh thought that there's no point texturing when I don't know what engine limitations might or might not apply... and, too, I've never yet gotten into the IK skeleton rigging to make character animations of the humanoid forms, and fully expect at least some changes to the way the models are physically set up. Everything here is forward kinematics using numerical input on the joints to go from one mode to another, or to put them in poses through painstaking trial and error - hence why the flight poses and group scene have the wrong, pre-differentiated engine/backpacks on the Angel of Mercy and Accelleration variants above.
Well, that's kind of a lie - I have set up one skeleton, on a human model I made with multiple targets so it could morph from male to female with the push of a slider, but got bound up in modeling the head and never actually played with it much. Trying to set one up on a mechanical-looking arm just for practice frosted my shorts because I couldn't get it to work like they were solid parts instead of mooshing around like a flesh creature - there's default settings I didn't manage to alter properly apparently. The stuff about setting a stride bone and cyclic animations to do a walk cycle, and have them follow a path.... yeah. Seen the tutorials, nothing but confused, mah sim-pal mod-als make me hap-py. Duuuhr... what was we talkin' about again?
In short: Could do a lot better but it's too damn confusing for my one or two day interest cycle to get much of anywhere on the learning curve when the transformation and low-poly geometry like this already take 8-10 hours per character. If I wasn't such a punk, I'd probably have cooked up something with these in the Blender Game Engine already, if only because... damn, I want to play this game I keep talking about. A whole lot. Even if the random-generated infinite universe is too much to manage in BGE, at least the bones of it could be implemented.
- CD, on the other hand, 1500 poly models means rendering is seconds-per-frame, and not many of them, rather than minutes or hours. About 30 for that medic/sport/catgirl group, less than half if I turn off the "city" prop
--
"Anko, what you do in your free time is your own choice. Use it wisely. And if you do not use it wisely, make sure you thoroughly enjoy whatever unwise thing you are doing." - HymnOfRagnorok as Orochimaru at SpaceBattles
woot Med. Eng., verb, 1st & 3rd pers. prsnt. sg. know, knows
Well, that's kind of a lie - I have set up one skeleton, on a human model I made with multiple targets so it could morph from male to female with the push of a slider, but got bound up in modeling the head and never actually played with it much. Trying to set one up on a mechanical-looking arm just for practice frosted my shorts because I couldn't get it to work like they were solid parts instead of mooshing around like a flesh creature - there's default settings I didn't manage to alter properly apparently. The stuff about setting a stride bone and cyclic animations to do a walk cycle, and have them follow a path.... yeah. Seen the tutorials, nothing but confused, mah sim-pal mod-als make me hap-py. Duuuhr... what was we talkin' about again?
In short: Could do a lot better but it's too damn confusing for my one or two day interest cycle to get much of anywhere on the learning curve when the transformation and low-poly geometry like this already take 8-10 hours per character. If I wasn't such a punk, I'd probably have cooked up something with these in the Blender Game Engine already, if only because... damn, I want to play this game I keep talking about. A whole lot. Even if the random-generated infinite universe is too much to manage in BGE, at least the bones of it could be implemented.
- CD, on the other hand, 1500 poly models means rendering is seconds-per-frame, and not many of them, rather than minutes or hours. About 30 for that medic/sport/catgirl group, less than half if I turn off the "city" prop
--
"Anko, what you do in your free time is your own choice. Use it wisely. And if you do not use it wisely, make sure you thoroughly enjoy whatever unwise thing you are doing." - HymnOfRagnorok as Orochimaru at SpaceBattles
woot Med. Eng., verb, 1st & 3rd pers. prsnt. sg. know, knows