Rayman Model (in progress)

Show off your arty creativity here! Post fanfics, paintings, drawings, and anything Rayman that you have made!
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Pusianka
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Re: Rayman Model (in progress)

Post by Pusianka »

Games based on it, hym let's see http://pl.wikipedia.org/wiki/Lista_gier ... eal_Engine
Go down to Unreal Engine 3.

Ye I need to do something with his nose.
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Re: Rayman Model (in progress)

Post by Keane »

Pusianka wrote:Games based on it, hym let's see http://pl.wikipedia.org/wiki/Lista_gier ... eal_Engine
Go down to Unreal Engine 3.

Ye I need to do something with his nose.
Man, that engine has made a lot of awesome games. :proud:
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Re: Rayman Model (in progress)

Post by Shrooblord »

Wow... a lot of big titles on there, though I don't really know the games myself because I haven't played them ever. Maybe once I get a test level done, you could show me how to implement the engine in my game and then I could see if I like it or not? Don't worry - it won't be any time soon, but could I contact you at some time for such a thing?
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Re: Rayman Model (in progress)

Post by Keane »

Shrooblord wrote:Wow... a lot of big titles on there.
Deus Ex!
Pusianka
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Re: Rayman Model (in progress)

Post by Pusianka »

Next summer is the best time since its a very important year for me. Uni exams.
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Re: Rayman Model (in progress)

Post by Shrooblord »

Oooh, good luck with that! Yeah, the next two years are going to be quite tough for me too. We'll keep in touch, k?
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Re: Rayman Model (in progress)

Post by Keane »

Shrooblord wrote:Oooh, good luck with that! Yeah, the next two years are going to be quite tough for me too. We'll keep in touch, k?
Meh, I have a feeling many of us are about to enter a long inactivity. Will I have to keep the forum active all by myself? Damn, soon I will even have to star posting replies to myself. :lestfou:
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Re: Rayman Model (in progress)

Post by Shrooblord »

RayTunes wrote: Meh, I have a feeling many of us are about to enter a long inactivity. Will I have to keep the forum active all by myself? Damn, soon I will even have to star posting replies to myself. :lestfou:
Well, having a busy year doesn't mean I won't visit as much. I only stop showing up when people stop posting for a loooong time - meaning it wouldn't really do anything or mean anything if I were to stay hovering around. If this is to transpire, I will still check every month or so and if by then the inactivity still hasn't ceased, I will stop checking alltogether, until I either have a reason to come back, or the board contacts me due to a PM or something else I've set in the user control panel
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Re: Rayman Model (in progress)

Post by DandyGuy »

so do you box model or blueprint model :?:
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Re: Rayman Model (in progress)

Post by Pusianka »

that3Dguy wrote:so do you box model or blueprint model :?:

ehm pardon? I guess I box model but not sure what's the second thing...
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Re: Rayman Model (in progress)

Post by Shrooblord »

that3Dguy wrote:so do you box model or blueprint model :?:
Well, so far I've only done one model - and I did everything box-wise. By blueprint model you mean making a model based on a background picture, right? I based mine off a sketch drawing I made so I guess I do both... :?
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Re: Rayman Model (in progress)

Post by Adsolution »

The beef I have with UDK is that it's using old technology. Even though it's being expanded on, it's old technology nonetheless. UDK will die in the next 5-7 years (unless it manages to do a COMPLETE overhaul), and engines, for example CryEngine, will pull forward because of it's next-gen ready technology. More and more things are starting to be processed in real-time, and if you want to make a full-feature-length game with UDK, you'll find yourself falling behind by the time you finish it.
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Re: Rayman Model (in progress)

Post by Shrooblord »

RayFan9876 wrote:The beef I have with UDK is that it's using old technology. Even though it's being expanded on, it's old technology nonetheless. UDK will die in the next 5-7 years (unless it manages to do a COMPLETE overhaul), and engines, for example CryEngine, will pull forward because of it's next-gen ready technology. More and more things are starting to be processed in real-time, and if you want to make a full-feature-length game with UDK, you'll find yourself falling behind by the time you finish it.
Ah, well that gives me all the reason to not want to use the UDK. Sorry, Pusianka, but that, especially the last part of it, does not sound good.
Well, like I said - it's all just concept for now; when I get more serious, I'll be thinking more about how to program it.
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Re: Rayman Model (in progress)

Post by Pusianka »

Lol I just gave you a list with some very fresh and strong titles and you pushed that away after one post of Rayfan... That's weak man.

First of all I'd like to know how long have Rayfan worked with UDK. Secondly how big was his research on it's technology? Finally real time processing while might be very natural and realistic is at the same time requiring a lot of proccessing energy and memory. So real time water or real time reflections(Since I assume that's what you refer to) while might be a nice feature, is not worth it and if you really want it you can implement it externally. UDK is really flexible.
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Re: Rayman Model (in progress)

Post by Adsolution »

Pusianka wrote:Lol I just gave you a list with some very fresh and strong titles and you pushed that away after one post of Rayfan... That's weak man.

First of all I'd like to know how long have Rayfan worked with UDK. Secondly how big was his research on it's technology? Finally real time processing while might be very natural and realistic is at the same time requiring a lot of proccessing energy and memory. So real time water or real time reflections(Since I assume that's what you refer to) while might be a nice feature, is not worth it and if you really want it you can implement it externally. UDK is really flexible.
This is the order of engines I've used:

Halo 2 "Guerrilla" engine (2005) -> Source Engine (2005) -> UDK (felt like Source to me; 2007) -> CryEngine (2008).

You mention real time as computing things like "real time reflections" and "Real time water." Well for one, "real time water" doesn't mean anything, unless you mean it computes real time water physics, which almost no engine utilizes. CryEngine uses a tessellated algorithm to compute it's water waves, nothing more. By "real time" I don't just mean the small features you listed, I mean everything. Real time lighting and shading (as opposed to Unreal's entirely pre-baked lighting system), real time shadows, real time directional occlusion, real time global illumination and occlusion, and so on. Within a few years, real time everything will become the norm around the gaming world... HOLD THE PHONE, consoles are already running CryEngine3 flawlessly, and it looks miles better than UE. ;) ...In 99% of its aspects anyway, UE has better ambient occlusion.

I tried out UDK again after using CryEngine for two years, and it felt old. The technology felt old. Why? Because the technology is old. Those titles you mentioned were in fact released in the past which, true to words, had nothing to do with my post. I merely stated that completing a full length project with a group of 1-3 people taking up quite a few years isn't likely to be as good idea on the UDK. It's technology and rendering methods are becoming outdated, and especially will be by the time the new consoles are released. That was the central theme of my post. UDK may be very flexible, but it doesn't compare to the flexibility a real time engine supplies.

Unreal is a great engine in all, it's just aging. Basically in summary, you can either take your chances with an aging engine, or take the safe road with a new engine and be prepared for the future.

Also there's one more thing I have to pick on. You seem to enjoy using the male pronouns on me. :boon: I don't enjoy it.

Cheers, fellow game designer.
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Re: Rayman Model (in progress)

Post by Shrooblord »

Pusianka wrote:Lol I just gave you a list with some very fresh and strong titles and you pushed that away after one post of Rayfan... That's weak man.
Thanks a lot. For one, I've been talking to Rayfan about CryEngine a lot longer than I have about the UDK, so I have learnt more about it. Plus, it seemed more appealing to me; though I don't really know why.

Let me explain my position:
I do not need 'real' water.
I do not need really really detailed and 'real' textures.
I do need something that can handle big worlds, many objects (as in enemies) and maybe a few scenic objects like mushrooms, which seem to always be prominent in Rayman games.
I do need good lighting effects.
I need speed. Big speed is good speed. I don't want the game to be flawwy due to a lack of handling the speed it needs to go at at some points. Large areas of landscape may need to whizz by at some point, which will require a bit of processing, I would imagine.

Now I already said I was interested in your ideas and the engine, but I did not like it because of certain key aspects of Rayfan's arguments. This is what 'didn't sound good at all' to me.
And I don't think standing for what you think is best for your own project is weak, to be honest. But if you think so, go right ahead. I have no problem with what other people think of me - especially those I don't know at all anyway.
RayFan9876 wrote: Within a few years, real time everything will become the norm around the gaming world... HOLD THE PHONE, consoles are already running CryEngine3 flawlessly, and it looks miles better than UE. ;) ...In 99% of its aspects anyway, UE has better ambient occlusion.
Well, it does sound good, but I'm not really seeking to run on consoles that much - anyway, what I want is stated above. This might change though, as I, which I have already said, have yet to delve into the technical aspects of this game making.
RayFan9876 wrote: I tried out UDK again after using CryEngine for two years, and it felt old. The technology felt old. Why? Because the technology is old. <...> UDK may be very flexible, but it doesn't compare to the flexibility a real time engine supplies.
Alright, that's a good point towards real-time engines then. Though like I said, it's not my area of expertise, so right now I'm convinced by what I see and hear; like I said, I don't know the games on that list at all, only by name and popularity.
RayFan9876 wrote: Unreal is a great engine in all, it's just aging. Basically in summary, you can either take your chances with an aging engine, or take the safe road with a new engine and be prepared for the future.
Hmm... yeah, it does start to look like the newer engine is the better choice. Then again, I will probably in the end want to make my own engine together with my dad, because it's something we'd like to be doing together and for me, that's what counts - having fun and letting others have fun with the game you created.
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Re: Rayman Model (in progress)

Post by Rayman fan2000 »

This model reminds me of the TV Series one.
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