CCN Suggestions Comments and Ideas

120x120! – Faith_Warrior

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Oh common guy's, 64x64 on the avatars?! Major crunch when there is plenty of room to bump them to 120x120 which my animations manage to look half-way decent with. Ok well just a suggestion. I'll make up for it with project banners in my sig later on

Oh btw, hello, 1st post here.
Maranatha!

graceworks
Member

Posts: 455
From: Corvallis, Oregon, USA
Registered: 03-03-2001
Welcome Faith_Warrior!

Look to Jesus!
Tim

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Called by God. The passioned plea of a father. The journey awaits at Jarod's Journey.
Participate in the Parables, The Interactive Parables

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Welcome to CCN!

quote:
64x64 on the avatars?! Major crunch when there is plenty of room to bump them to 120x120

64x64 is large enough at 1280x1024 and certainly at 800x600.


quote:
which my animations manage to look half-way decent with.

Animations aren't allowed in avatars anyways


quote:
I'll make up for it with project banners in my sig later on

No animations in signature graphics or overly large signature graphics.
Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Sup faith, nice to meet you. I'm Ereon.

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Methinks we have hugely mistaken this matter of life and death. Methinks that what they call my shadow here on earth is my true substance. Methinks that in looking at things spiritual, we are too much like oysters observing the sun through the water, and thinking that thick water the thinnest of air. Methinks my body is but the less of my better being. In fact take my body who will, take it I say, it is not me.

Ishmael, on the subject of death. Moby Dick

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
'ello Faith_warrior.

Personally, I hate avatar and signature animations and I usually block them whether they are, flash, animated gif, or animated PNG.

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All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
quote:
Originally posted by Mack:
Welcome to CCN!

[QUOTE]64x64 on the avatars?! Major crunch when there is plenty of room to bump them to 120x120



64x64 is large enough at 1280x1024 and certainly at 800x600.


quote:
which my animations manage to look half-way decent with.

Animations aren't allowed in avatars anyways


quote:
I'll make up for it with project banners in my sig later on

No animations in signature graphics or overly large signature graphics.
[/QUOTE]

Eh that’s not music to an animators/2d-3d artists ears So it’s better to have a giant static banner at 70kb than to have an animated banner 1/10 the pixel size and half the file size? …or my art will be blocked by forum members? Just think if you weren’t allowed to use the [codeI tag in posts! Oh well, your forums.

[This message has been edited by Faith_Warrior (edited September 05, 2006).]

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
how come the first thing you do on this forum is complain?

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"Patience, my good citizen, patience. It's bad enough to rob a man of his dream"
-Sydney Carton, Tale of Two Cities
Soterion Studios

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Testing new and improved avatar…

I don’t know about the static sig banners though, I guess I just wont use a sig. I have animated banners for my Christian themed mmorpg, I’d even use flash if allowed but 99.9% of forums allow simple .gif animations. Tuff rules here for artists.

I don't know how to remove the avatar from my previous posts, that's my rotating forum avatar I link to which I change from my ftp site every week or so replacing it with a new animated avatar (usually mmog themed avatars).
Ok

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
quote:
Originally posted by ArchAngel:
how come the first thing you do on this forum is complain?


Actually... oh what ever...

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by Faith_Warrior:
I don't know about the static sig banners though


Simple. Choose your favorite frame from the animated banner. Or, squeeze the most important item on to it.

quote:
Originally posted by Faith_Warrior:
or my art will be blocked by forum members?


Note that I only said animated gifs, flash and animated pngs. Also note that I may be a minority who block such things on forums (I'm less inclined to block animations on web pages unless they're annoying ads).

So what kind of art do you do?

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All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
quote:
Originally posted by CPUFreak91:
So what kind of art do you do?

Oh, multimedia art mostly. I don’t do much free hand or sketching but I did take a couple of those classes in high school to get out of he foreign language classes… oh but that was like 20 years ago and I’ve seldom done sketches since then. Spent a lot of time programming images back then pixel by pixel on the C64 and printing rpg game maps and things like that.

Put on a lot of miles between then and now, mostly I make textures now, nothing to extravagant, it’s used for low-poly game art. Then I take the textures and apply them to the models I make. Beyond that, I may animate them or make some renderings that I may or may not edit at that point. Animation is my focus anyway, I’m working on an AS in multimedia focused on animation (3D not cartoon). Mostly though, I work with b3d friendly formats. Anyway I may have a rendering from one of my games here, let me see…


Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
wow, that looks fantastic!

what program do you use?

and do you compile in Blitz3D?

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Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Thanks! I use quite a few tools, this (above) was actually an in-game screen shot. I think I did all the modelling in Wings3D with this. I did the level editing with DeleD. Textures are a mix if Gimp, Paint Shop Pro and Wood Workshop. The interior is actually a coffee house (bare) and in the exterior screen shot the building on the left is the coffee house. Yes, Blitz3D


[This message has been edited by Faith_Warrior (edited September 06, 2006).]

[This message has been edited by Faith_Warrior (edited September 06, 2006).]

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
oh here, here is a video if you want to see that area above. The character is a placeholder though, only thing I didn't make. I'm not making player characters until I get most of the zones done and that will be some time into next year. 12MB .WMV rightclick and save may be the best rout. http://www.s92544685.onlinehome.us/stuff/mods/chouse/coffeehouse.wmv
CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
That's some pretty slick looking stuff there!

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All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
quote:
So it’s better to have a giant static banner at 70kb than to have an animated banner 1/10 the pixel size and half the file size?

Other than the aspect that moving objects distract people more than static objects (for the most part) I have been cracking down on large signature image sizes as they are annoying as well.


quote:
Tuff rules here for artists.

Sometimes you gotta be tough, otherwise everyone will be using huge animated signatures and avatars and it'll be a huge mess to download and try and sift through.


quote:
Anyway I may have a rendering from one of my games here

Nice shots


quote:
oh here, here is a video if you want to see that area above. The character is a placeholder though, only thing I didn't make. I'm not making player characters until I get most of the zones done and that will be some time into next year. 12MB .WMV rightclick and save may be the best rout. http://www.s92544685.onlinehome.us/stuff/mods/chouse/coffeehouse.wmv

Nice video
Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
quote:
Originally posted by Mack:
cracking down

*images of Imperial Stormtroopers dance through his (my) head* [insert laughter here]

quote:

Sometimes you gotta be tough, otherwise everyone will be using huge animated signatures and avatars and it'll be a huge mess to download and try and sift through.

True, there is always one n00b that tries to post a 1MB avatar. It’s a shame to crack down with a 0 tolerance across the board though. But I guess this site is more focused on code rather than art. I’ve tried looking for Christian game art communities but they don’t seem to exist apart from my own private development forums. At least you have one forum here for art even if it shares topics with a few other subjects.


quote:
Nice video [/B]
Thanks

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
whoa, you did all that with wings3d?! whoa! sweet job..

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#include <spazz.h>
int name()
{
char name['B','u','d','d','B','o''y']
}
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MMMM... I love pi!!

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
quote:
Originally posted by buddboy:
whoa, you did all that with wings3d?! whoa! sweet job..


Yeah, the modelling work was done in Wings3D but not the texturing and level editing/building. Scary thing is this is in DX7... but DX9 is on the way
Wings3D is a good modeller, I’m pretty much prefer minimalist subdivision modelers over anything else for game modelling. Two really good minimalist modellers (in respect to the minimalist interface, not features) is Wings3D and Silo.

I'll eventually make a thread here for this game project, it's a Christian mmorpg that I've been working on for some years. I'm just working out the legal stuff first before I release any solid info on this game... as well as for my side project game that is basically a reskin of this one with a different theme (regular sci-fi) that I may have ready first quarter 2007. But the Christian mmog has a strong theme with much eschatology set the near future but with the size and scope of the project it's tedious so I’m hoping I can get it finished up (maybe early 2008) before the actual events happen in real life

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
yeah i knew all the fancy stuff was done outside... i use Wings3D myself, im nowhere near that good tho =D well, i did a pretty good table and chairs once... lol.

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#include <spazz.h>
int name()
{
char name['B','u','d','d','B','o''y']
}
-----------------------
MMMM... I love pi!!

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
quote:
Originally posted by buddboy:
yeah i knew all the fancy stuff was done outside... i use Wings3D myself, im nowhere near that good tho =D well, i did a pretty good table and chairs once... lol.


Well, Wings3D will do most anything, I’ve seen some very high quality organics done with Wings3D that would rival poser models. The only real thing that Wings3D comes up sort for me is with vertex welding but it will face weld which is good enough if you think ahead as you work your meshes. For low-poly game models I don’t have any real use for Booleans so I hardly notice the lack thereof in Wings3D, but Silo will do that and vertex welding as well. Wings3D is more forgiving when selecting vertexes and edges, it’s far easier to select your target so this really speeds up editing a lot which is the best thing about Wings3D; I can bust out low-poly models left and right with it’s functions.

It’s great for building your meshes but it’s not a level editor really. That’s not a big process for small areas though, it’s just loading your models, placing them together and working your lightmapping mostly… and applying or adjusting textures if you didn’t do that in the modeller already. I don’t do it this way for my large zones which are 10 sq. miles. I don’t work meshes in level editing but just make small models into single model scenes for bulky exports. This is an easy way to do it but not something that is good when overly done if you are taking advantage of any culling functions; so just working in line of sight areas is best for keeping your VRAM requirements low (about 80MB w/o compression in this interior scene) which is very important for mmorpg design. That’s why you don’t see a lot of extra things in the video such as cups or plates, it’s best to add them separately if you have blocks to your line of sight (for culling) but I‘ll add that stuff later since I’ll be redoing all my lightmapping later which will be dynamic lighting at that point. The exterior is broken up pretty well, the VRAM requirements are much lower, if possible I’m trying to get it all down to less than 64MB requirements on VRAM but that is something to be worked out once I bump it all up to DX9 with its efficient functions.