1-4 million polygons is no problem for the current mid- to high spec systems... I'm very glad to hear you go for a high polycount. Even a console can handle 800k polygons so going up to 3 million shouln't be the problem for current PCs.
[cryorange]Cheers from Germany [center]
Last edited by NeoLegends on 06.07.2012, 15:02, edited 1 time in total.
OMG OMG OMG I remember where I played this character now!!! It was my very first video game then came mario! If you need an help with anything even voice I'll be there!
Looks amazing great work!, Only thing i would like to "complain" about is the rock textures non of those looks good in any video or screenshot you have done so far, and does not look anything close to the rest of the environments, Or are you going to cover it with rock models later on, in that case sorry for pointing it out!.
Yeah, I don't know if I said that before, but your work is great. The character (+ animations), the incredible soundtrack and the love you put in are admirable.
Looks amazing great work!, Only thing i would like to "complain" about is the rock textures non of those looks good in any video or screenshot you have done so far, and does not look anything close to the rest of the environments, Or are you going to cover it with rock models later on, in that case sorry for pointing it out!.
Those are fixed.
Quote by Thomy:
Yeah, I don't know if I said that before, but your work is great. The character (+ animations), the incredible soundtrack and the love you put in are admirable.
Thanks Thomy! If you like the animations now, then you'll love these:
Massive update everyone!
This is the biggest update in the last nine months. I know I got a news post in June, but I was kind of hoping it would wait.
Quote by Description:
Yeah, it's a little after August, but I have a good excuse.
As you can see, Rayman's model, animations and mechanics overall have been totally revamped from the cat puke that the November update was; sorry, no helicopter/fighting mechanics yet, that comes at a later time, and actually requires a good amount of scripting to be done. And, as you can also tell, The Dream Forest has undergone some pretty massive upgrades... as well as a whole batch of new levels to look at.
The intro scene from 0:25 to 0:52 is actually entirely rendered in 3ds Max, which is how I plan to do most of my major cutscenes - the whole section up to 0:52 is actually part of the game's introduction. From 1:20 to 1:45, you can see the Logic session where I created the track that is currently playing.
Below you can click on timelinks that send you directly to each section of the video, like you can in my soundtrack parts. Right at 20:00 is where I do a detailed flythrough of each of Rayman's complete animations (as well as slapping them on his counterpart briefly). Then in the last minute of video, you can see some voices dubbed onto characters. Oui, that is The Grand Vulture Rhook.
0:00 - Hyping Thing
2:20 - The Dream Forest 7:24 - The Memory Realm 9:45 - Gemstone Ruins 11:57 - Music Mountain 13:33 - The Ice Volcano 15:25 - Temporal Palace 16:43 - Canyon of the Lost 18:23 - Picture City
20:00 - Detailed Animation Flythrough 28:37 - A Few Voice Dubs
Special thanks to Cry-Mika for teaching me so extensively how to get greatly functional characters/rigs/animations working!
Rayman: Revenge of the Dark - Leader, Composer, Audio, Modeller, Animator, Level Designer Arthias: Prologue - Composer, Audio
God yes, absolutely loving the environments RayFan, your creativity will surely pay off one of these days
Actually, I love everything you're doing at the moment, the environments just stand out the most when it really is the complete package that we are all watching
God yes, absolutely loving the environments RayFan, your creativity will surely pay off one of these days
Actually, I love everything you're doing at the moment, the environments just stand out the most when it really is the complete package that we are all watching
Keep it up, it's inspiring
I hope something will come out of it indeed. Obviously my goal is to get it published in the end.
Also, I got a lot of comments on how a lot of the atmosphere looked a bit monotone in some places. I was also aware of this already in some places like the Ice Volcano, which was just all rock. Now there's ice and snow galore!
I actually spent about an hour trying to get the right ice effect for the terrain shader, and I think it turned out great.
Rayman: Revenge of the Dark - Leader, Composer, Audio, Modeller, Animator, Level Designer Arthias: Prologue - Composer, Audio
Are you planning to comercially release this? If so, aren't you worried about problems coming up with the owners of the rayman IP?
It looks great though; gives me hope that a person can make a commercial quality game by themselves. I particularly like the music, was it all done with commercial software, or did you use some free tools as well? I'm trying to find free tools for all stages of game development to avoid legal problems.
Well obviously I'd have to go through all the messy stuff with Ubisoft if that ever were to happen. I'm not about to get sued for all my money.
I use Logic for most of my music, and depending what it is, I might also export the tracks to Pro Tools to do further mixing with more advanced plugins. Neither of them are free, but if you want a good reference, Logic is like the paid version of Garage Band, but far, far more professionally active than Garage Band. Along with that though, I use a decent amount of miked recording, like guitar, voice, flute, or other instruments that really add a touch of realism if miked.
Rayman: Revenge of the Dark - Leader, Composer, Audio, Modeller, Animator, Level Designer Arthias: Prologue - Composer, Audio