My first irrlicht rendered level

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
BlindSide
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Location: NZ!

Post by BlindSide »

Yeah +1 for spiky hair. Cloud stylez ftw

PS: The rest of the body turned out great! I like the shoes.
Virion
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Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

Sorry guys, I'm lazy to make the spiky hair lol. But I promise next time I will make a spiky haired dude for your enjoyment. :lol:

Anyway, I have done a simple animation for my character model (untextured)... I just learned how to do bone animation in 3dsmax yesterday! So don't laugh on me. >_<

http://youtube.com/watch?v=_9_eGo-OI5E (guess what, its a 1 second animation! lol!)

And...

Image

Ta'da!! Model + level in action! Yep, it is rendered in Irrlicht!

p/s: I've noticed that the shadow is improved a lot since the previous version. Nice job, devs. :D

Next, I will make a texture for my character.
Dances
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Joined: Sat Jul 02, 2005 1:45 am
Location: Canada
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Post by Dances »

Its looking decent but the body of the character seems very stiff... everything should move at least a little or you end up with a stiff character...

Maybe some time I'll pester you to do some modelling for one of my games :P
Virion
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Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

actually, there's something wrong with my bone lol. When I try to rotate the hand up a bit the whole hand become... just like a destructed barrel lol.
GameDude
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Joined: Thu May 24, 2007 12:24 am

Post by GameDude »

That's some nice work.
Virion
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Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

Anyone know where can I get a working b3d exporter for 3dsmax 9?
B3DPipeline doesn't seems to work with my 3dsmax 9. An error occured:
DLL <...\Plugins\b3dexp.dle> failed to initialize.
Error code: 127 - The specified procedure cannot be found.
GameDude
Posts: 498
Joined: Thu May 24, 2007 12:24 am

Post by GameDude »

You could import your model into Blender and then export it into that format
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