Here is where I think the robot grolem should be fought:
1st battle: The prison ship with both arms trying to stop rayman from advancing
2nd battle: Land of unimportant proportion much bigger guarding the secret
3rd battle: The shrine of myre trying to stop rayman from entering Temporal Palace
4th battle: The shadow factory trying to stop rayman from advancing
5th battle: The darklands leading an army of robo-pirates
Truce: The darklands in a battle between the robo-pirates and the graveslaves
What do you think?
Re: Rayman 1.5: Revenge of the Dark
Posted: Mon Oct 10, 2011 7:03 pm
by FrenchDeath
what do model you want for picture cities ?
??
and don't forget
Rayman will be captured by the pirate at the end
darland may be near the Planet Hearth in underground it will be cool
and i update the playlist of your soung
Re: Rayman 1.5: Revenge of the Dark
Posted: Mon Oct 10, 2011 7:20 pm
by Adsolution
Spanex wrote:
RayFan9876 wrote:It's alright beebo, I think Spanex misunderstood.
Spanex wrote:Hmm, then you'll have to teach me how to make specular textures. Because I don't understand a dipshit of it.
At all..
Well I didn't mean in 3D, I meant 2D artwork.
Yeah, I know, but I just want to make things shiny.
Oh, were you saying that in relation to the drawing I requested? If so, how does that work?
And because it was at the end of the page:
RayFan9876 wrote:Part 19:
1. "The Shrine of Myre: Lemonstone Arches" - 0:00
2. "The Shrine of Myre: Smogular Platforming" - 0:55
3. "The Shrine of Myre: The Beastly Blocks" - 2:42
4. "The Crying Moor: Ambience" - 4:00
5. "The Crying Moor: Our Sobbing Lake" - 6:47
6. "The Crying Moor: H5N1!" - 8:09
And in case anyone wants the background image:
(click to enlarge)
@R3fan2:
I'll keep it only to the Prison Ship and the Shadow Factory, because of it were more it would seem redundant.
@Ikke:
Thanks!
@Frenchie:
I'll do the modeling myself, but thanks for the offer!
Also people remember, the bad guys aren't any form of Pirate. I don't even know if any will show up in the game, as they're completely unrelated to the main story. For a sense of cross-over though, I may make a few Henchmen 1000s appear.
Re: Rayman 1.5: Revenge of the Dark
Posted: Mon Oct 10, 2011 7:35 pm
by R3fan2
There is one thing about this game that really confuses me. Will rayman be traveling with a group or by himself?
Re: Rayman 1.5: Revenge of the Dark
Posted: Mon Oct 10, 2011 7:42 pm
by Adsolution
R3fan2 wrote:There is one thing about this game that really confuses me. Will rayman be traveling with a group or by himself?
By himself, though every so often he'll come across friends he has to save, which then accompany him for a short while. Afterward the friend returns to the Dream Forest.
Re: Rayman 1.5: Revenge of the Dark
Posted: Mon Oct 10, 2011 7:56 pm
by Spanex
RayFan9876 wrote:Oh, were you saying that in relation to the drawing I requested? If so, how does that work?
Hehe, noooo I'm talking about game textures. I don't need any special techniques to make a normal drawing look shiny. And sure, I can draw what you want.
I went and read some things about specular and bumpmap, or whatever the name... I just want to do specular, though. bumpmap seems too difficult, and it's not the thing I want to achieve at this moment. Really, I just want to make something shiny. It doesn't have to follow any particular (sun)light like brick walls do in Assassin's Creed. (that's bumpmap, right?)
But I'd like to ask something about one of your character's design, namely Rhook. I'm just curious, what made you decide that he should be a vulture? Do you intend to flesh him out more in the future, or would you keep him as he is now?
Personally I think a vulture is a very unique choice for a timekeeper. I was a bit surprised that he isn't an owl. Probably too stereotypical?
Re: Rayman 1.5: Revenge of the Dark
Posted: Mon Oct 10, 2011 8:27 pm
by Adsolution
Spanex wrote:
RayFan9876 wrote:Oh, were you saying that in relation to the drawing I requested? If so, how does that work?
Hehe, noooo I'm talking about game textures. I don't need any special techniques to make a normal drawing look shiny. And sure, I can draw what you want.
I went and read some things about specular and bumpmap, or whatever the name... I just want to do specular, though. bumpmap seems too difficult, and it's not the thing I want to achieve at this moment. Really, I just want to make something shiny. It doesn't have to follow any particular (sun)light like brick walls do in Assassin's Creed. (that's bumpmap, right?)
But I'd like to ask something about one of your character's design, namely Rhook. I'm just curious, what made you decide that he should be a vulture? Do you intend to flesh him out more in the future, or would you keep him as he is now?
Personally I think a vulture is a very unique choice for a timekeeper. I was a bit surprised that he isn't an owl. Probably too stereotypical?
Interestingly enough, and owl didn't even cross my mind til you mentioned it now. When I pictured the character, a vulture was the first thing that came to me, as they're usually ragged, sneering creatures. I picture Rhook, like in the concept art, to have a menacingly quirky sneer on his face that watches time with one eye shut. The kind who, if birds had teeth, would give a crooked, insane toothy grin. But Rhook isn't the kind of vulture who likes to smile.
In what context of "flesh him out" do you mean?
And I can create bumpmaps for you if you like. I've been doing it for a while now so I find it relatively easy.
Re: Rayman 1.5: Revenge of the Dark
Posted: Mon Oct 10, 2011 8:34 pm
by Spanex
Well, for now I just want to know more about speculars. How they are applied to the model (with the base texture already applied), for example.
By fleshing out I mean his final design. I think he looks rather bland at this moment. He looks just like a normal vulture to me. Maybe if he had some more defining accessories, he would be more of a time keeper than, well, a vulture. Sorry if that sounds harsh, but I'm not sure how else to explain it.
Re: Rayman 1.5: Revenge of the Dark
Posted: Mon Oct 10, 2011 8:39 pm
by Adsolution
Spanex wrote:By fleshing out I mean his final design. I think he looks rather bland at this moment. He looks just like a normal vulture to me. Maybe if he had some more defining accessories, he would be more of a time keeper than, well, a vulture. Sorry if that sounds harsh, but I'm not sure how else to explain it.
Nah, that's the kind of criticism I like. It's clear and descriptive. Yep, I do plan to give him more defining assets. I want to make him have a certain unsymmetrical aspect to him that jumps out at you when you look at him, I just need to think of what it should be.
Spanex wrote:Well, for now I just want to know more about speculars. How they are applied to the model (with the base texture already applied), for example.
If you wish to properly create a full material set (one material includes everything that gives a surface its looks, all the parameters, layered maps etc), look up how to use the Material Editor. It's that spherical icon next to the teapot-shaped render button.
Re: Rayman 1.5: Revenge of the Dark
Posted: Mon Oct 10, 2011 8:48 pm
by Spanex
Okay, I will do that tomorrow.
As for Rhook, you should write down notes to define his final design. Like the habit of looking at time (a pocket watch, perhaps?) with one eye that you mentioned earlier.
Re: Rayman 1.5: Revenge of the Dark
Posted: Mon Oct 10, 2011 9:17 pm
by Adsolution
Hmm, I'll think of something. I think he might have been inspired by "Zoo-zoo" from Futurama at the very end of the episode "Teenage Mutant Leela's Hurdles" where they visit the Fountain of Youth and Zoo-zoo saves the Professor. At the very end of the episode he says "Bon nuit, bon nuit to you all!"
Re: Rayman 1.5: Revenge of the Dark
Posted: Mon Oct 10, 2011 9:26 pm
by Spanex
I don't watch that show all that much. XD
I think I'll go sleep now. I'll get back to finishing my model tomorrow. Well, hopefully. Bai
Re: Rayman 1.5: Revenge of the Dark
Posted: Tue Oct 11, 2011 5:36 am
by Adsolution
Here's a little render I thought might be nifty:
<Rendered in 3Ds Max with Mental Ray>
Re: Rayman 1.5: Revenge of the Dark
Posted: Tue Oct 11, 2011 7:06 am
by beebo44
RayFan9876 wrote:Hmm, I'll think of something. I think he might have been inspired by "Zoo-zoo" from Futurama at the very end of the episode "Teenage Mutant Leela's Hurdles" where they visit the Fountain of Youth and Zoo-zoo saves the Professor. At the very end of the episode he says "Bon nuit, bon nuit to you all!"
I LOVE THAT EPISODE AND FUTURAMA IN GENERAL! Anyways, you mean "Pazuzu". For those of you wondering what he looks like:
Pazuzu with his child at the end of "teenage Mutant Leela's Hurdles".
Re: Rayman 1.5: Revenge of the Dark
Posted: Tue Oct 11, 2011 7:27 am
by Adsolution
Yup, that's the guy.
I've continued my high-resolution texture on Rayman. I've bumped it from 256x256 up to 2048x2048. He's looking closer and closer to the Ubisoft model. I'll post pictures tomorrow.
Re: Rayman 1.5: Revenge of the Dark
Posted: Tue Oct 11, 2011 7:44 am
by Spanex
Whoa, I thought your Rayman had a much higher resolution than 256. and WHOA! 2048!? Are you sure you don't mean 1048? O_O
I'm personally 'high' ressing the Rayman 3 texture to 512. But I'm also making a few changes to it. I'm basically painting over the original texture on Photoshop, so he's going to be a bit different. I hope still relatively realistic, but I won't count on it.
Re: Rayman 1.5: Revenge of the Dark
Posted: Tue Oct 11, 2011 7:53 am
by Adsolution
Spanex wrote:I'm personally 'high' ressing the Rayman 3 texture to 512. But I'm also making a few changes to it. I'm basically painting over the original texture on Photoshop, so he's going to be a bit different. I hope still relatively realistic, but I won't count on it.
Well as long as it appears to be a more defined version of the Rayman 3 texture with some added detail, it should be plenty realistic.
Spanex wrote:Whoa, I thought your Rayman had a much higher resolution than 256. and WHOA! 2048!? Are you sure you don't mean 1048? O_O
Yep, the only resolutions that exist in the world of DDS textures are the powers of 2.
About Pazuzu, it was both the bird idea and the voice that inspired the creation of Rhook. Did you know the name "Rhook" is ironic? A "rook" is another kind of bird, closely related to the crow.
Re: Rayman 1.5: Revenge of the Dark
Posted: Tue Oct 11, 2011 8:04 am
by Spanex
There's not enough space on this hard disk for 3DS max! Ouch. And my teacher even gave me permission to install the program here at school. I'm even checking the C drive's space and... holy crap, all of it is used. It has (had) just as much GB space as my first computer ever had.
I'm dissapoint. But the full drive could become a problem. Time to inform my teacher of this.
Anyway...Yes, I'm going to add more detail to the high res texture. I want to keep the painterly effects though, just to see how it will look like.
(we have more rooks here than crows, so I can tell. )
Re: Rayman 1.5: Revenge of the Dark
Posted: Tue Oct 11, 2011 8:09 am
by beebo44
RayFan9876 wrote:About Pazuzu, it was both the bird idea and the voice that inspired the creation of Rhook. Did you know the name "Rhook" is ironic? A "rook" is another kind of bird, closely related to the crow.
Interesting.
Re: Rayman 1.5: Revenge of the Dark
Posted: Tue Oct 11, 2011 8:12 am
by Adsolution
Spanex wrote:There's not enough space on this hard disk for 3DS max! Ouch. And my teacher even gave me permission to install the program here at school. I'm even checking the C drive's space and... holy crap, all of it is used. It has (had) just as much GB space as my first computer ever had.
I'm dissapoint. But the full drive could become a problem. Time to inform my teacher of this.
Anyway...Yes, I'm going to add more detail to the high res texture. I want to keep the painterly effects though, just to see how it will look like.
Ooh, drat. Well hard drives are incredibly cheap these days, you could pick up a terabyte for €65. It's money VERY well spent.
Spanex wrote:(we have more rooks here than crows, so I can tell. )
Ah wonderful. In Canada we have loads and loads of crows, no rooks at all.