Well, right now I'm almost finished the shark Model I've been working on. However, I would like to know which eyes I should apply to the final model...
1. Cartoonish/Classic Clonk Eyes
or
2. Realistic Eyes
Bear in mind that these cartoonish eyes are good for visibility, but may look ridiculous while zoomed in closely. The realistic eyes, however, will likely appear as just a white&black line unless zoomed in.
PS. Sorry for crappy picture quality, but I'm on really terrible internet...
---
Finished
The shark.zip contains the completed shark. If you would like to script the shark for OC, you can use the bundled files in the .zip (low poly shark.mesh.xml with fitting animations and a high-poly portrait)
I hereby license the following file(s) under the CC-by license
1. Cartoonish/Classic Clonk Eyes
or
2. Realistic Eyes
Bear in mind that these cartoonish eyes are good for visibility, but may look ridiculous while zoomed in closely. The realistic eyes, however, will likely appear as just a white&black line unless zoomed in.
PS. Sorry for crappy picture quality, but I'm on really terrible internet...
---
Finished
The shark.zip contains the completed shark. If you would like to script the shark for OC, you can use the bundled files in the .zip (low poly shark.mesh.xml with fitting animations and a high-poly portrait)
I hereby license the following file(s) under the CC-by license
Well, got a fully rigged Low-Poly shark now. I also made Swim, Turn, and Bite animations which are quite smooth due to the incredibly simple bone structure.
I hereby license the following file(s) under the CC-by license
I hereby license the following file(s) under the CC-by license
i really like this one. cartoony eyes are imo no problem and fit into the clonk-style. btw are you really fast with making models and animations :)
Thanks :] I agree that they certainly fit the Clonk style. I had thought people might think they look ridiculous when you can see them so well. (Personally, I think they're hilarious as it looks like the shark has been taking drugs)
I can thank Anim8or for my modelling, I've been using it for years so I must have gotten quite fast. Of course I'm quite horrible at making models in blender. xD
I can thank Anim8or for my modelling, I've been using it for years so I must have gotten quite fast. Of course I'm quite horrible at making models in blender. xD
Sure. I had to view it in Edit mode because it kept hiding certain edges in Object Mode.
I hereby license the following file(s) under the CC-by license
I hereby license the following file(s) under the CC-by license
Well, I did manage to optimize the low poly sharks tail... however, when I joined the alpha-mapped-teeth they wouldn't appear at all during render. So I reverted to polygonal teeth until I find a solution.
Until then, I've got some snazzy screens of the high poly shark.
I hereby license the following file(s) under the CC-by license
Until then, I've got some snazzy screens of the high poly shark.
I hereby license the following file(s) under the CC-by license
So bright and shining like a shark out of silver! Thats kinda cool...
i think its much too shiny. i liked the texture you used in your verry first post in this topic. maybe with some noise like the last one.
Hmm, yes, the shinyness does seem a bit overdone for a real shark. xD
Well, made the shark darker and matte.
I hereby license the following file(s) under the CC-by license
Well, made the shark darker and matte.
I hereby license the following file(s) under the CC-by license
Managed to complete the low-poly model now. With a tip from ModernClonker, I was able to make the alpha texture appear properly for the shark's teeth.
I hereby license the following file(s) under the CC-by license
I hereby license the following file(s) under the CC-by license
I've got the finished Shark now in .xml format, along with it's animations.
I'm aware it will be a while before animals like the shark will be implemented, but when someone wants to script the shark, you download it from the first post.
I'm aware it will be a while before animals like the shark will be implemented, but when someone wants to script the shark, you download it from the first post.
What kind of XML format? Does it have a name? .obj is iirc also XML.
I tried to implement it for OC, but got these errors:
Failed to read material script: Shark.material:0: 'Skin' unexpected
Failed to load mesh: Graphics.mesh.xml:3: There is no such material named 'Mouth'
Error loading graphics of C:\OpenClonk\planet\Objects.c4d\Animals.c4d\Shark.c4d (SHRK)
Does someone know what causes these?
Work so far can be found at my bitbucket repo.
Failed to read material script: Shark.material:0: 'Skin' unexpected
Failed to load mesh: Graphics.mesh.xml:3: There is no such material named 'Mouth'
Error loading graphics of C:\OpenClonk\planet\Objects.c4d\Animals.c4d\Shark.c4d (SHRK)
Does someone know what causes these?
Work so far can be found at my bitbucket repo.
Clonk does not yet implement all features of OGRE material scripts, so my guess is missing engine support. I'll have a look.
[Edit]:
OK, three things to point out:
[Edit]:
OK, three things to point out:
- Your material script contains a material with a space in its name. The OGRE documentation states that "If you include spaces in the name, it must be enclosed in double quotes." Yours is not enclosed in quotes though. If this is what an exporter generated, then I'd think this is a bug in the exporter. Even if it was enclosed by quotes, the engine is not going to load it since there is no support for this yet (should be easy to implement, though). So I suggest to simply use a material name without spaces for now.
- The "Teeth" material contains two statements (scene_blend alpha_blend, depth_write off) which are not yet supported, so that material probably won't be loaded either. I don't understand what it's for though: All ambient, diffuse, specular and emissive have 0 alpha component, so it would not show up anyway, would it?
- The engine does not yet support multiple submeshes, either. I think it will just load the first one. Again, I don't think it is too much effort to get support for this in.
There should only be one material (the UV-texture) for the shark anyways. Only the hi-poly shark model uses mutiple materials iirc (can't check now, I don't have blender on my new computer :/ ).
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