It really depends on how you define "zip file". There are two different things:
Archives: a file that contains several files, and possibly directories.
Compressed files: a single file that is compressed using some algorithm.
zlib, and many other libraries (libbz2, minilzo, fastlzo, ...) only do the latter: compress a single file.
I guess by "zip file" you are talking about the compressed archive files that the "winzip" and co. produces, that has the .zip extension? If that is a case, zlib is not what you want. But you have several other choices of libraries:
You could try SFML it is not only more simple than SDL but it is also faster ;-) I have been using it since a few days now and it looks great (and does full transparency). It relies on OpenGL, you can see this as a huge advantage or huge drawback.
I back that up too, if you use a lot of it it will get slow as hell. There was something called glSDL that used OpenGL as a rendering backend for SDL that avoided this slowdown but I don't know what's the current state of it. You might want to search the mailing lists.
I tried the arms but it is a real mess because it is all condensed in the arm pit. So I first went ahead with the head and hope sunburn can make the model in T position for the arms :/
So anyways, I need feedback, same questions as before. I wonder if I need to add more detail around the tooth for the deformation. Also, I modeled the eyes as separate objects, is this a good way to go or better to have them in the same mesh?
Also, if you have specific hints for the elbow and shoulders, or good tuts, share them :)
Again, you can take a look at the blend file (and you are encouraged to!) in order to give me more critics!
I'm still working on a lowpoly rigged version of it. I am slow, I only work on it some times. But now I am kind of stuck with the arms, in the current pose the edges of his shoulder and ellbow are completely destroyed during rigging and posing.
Is it possible that you make his arms (and hands, but less important) in the default T-position?
Didn't come up with that idea, but it sounds like a good idea! Ideally a save script would automate the rendering you tell, that should be feasible. It is just missing the "advanced" tools that geomorph has, but it is a very good start if they are not needed!
It really depends on how you define "zip file". There are two different things:
zlib, and many other libraries (libbz2, minilzo, fastlzo, ...) only do the latter: compress a single file.
I guess by "zip file" you are talking about the compressed archive files that the "winzip" and co. produces, that has the .zip extension? If that is a case, zlib is not what you want. But you have several other choices of libraries:
Hope this helps :)
You could try SFML it is not only more simple than SDL but it is also faster ;-) I have been using it since a few days now and it looks great (and does full transparency). It relies on OpenGL, you can see this as a huge advantage or huge drawback.
This looks really cool, thank you! Great you gave it normal maps.
I think this is a very useful contribution, thanks!
I back that up too, if you use a lot of it it will get slow as hell. There was something called glSDL that used OpenGL as a rendering backend for SDL that avoided this slowdown but I don't know what's the current state of it. You might want to search the mailing lists.
I tried the arms but it is a real mess because it is all condensed in the arm pit. So I first went ahead with the head and hope sunburn can make the model in T position for the arms :/
So anyways, I need feedback, same questions as before. I wonder if I need to add more detail around the tooth for the deformation. Also, I modeled the eyes as separate objects, is this a good way to go or better to have them in the same mesh?
Also, if you have specific hints for the elbow and shoulders, or good tuts, share them :)
Again, you can take a look at the blend file (and you are encouraged to!) in order to give me more critics!
Cool! I imagine this one great for "hidden characters" or such stuff, must be fun!
Sunburn,
I'm still working on a lowpoly rigged version of it. I am slow, I only work on it some times. But now I am kind of stuck with the arms, in the current pose the edges of his shoulder and ellbow are completely destroyed during rigging and posing.
Is it possible that you make his arms (and hands, but less important) in the default T-position?
Didn't come up with that idea, but it sounds like a good idea! Ideally a save script would automate the rendering you tell, that should be feasible. It is just missing the "advanced" tools that geomorph has, but it is a very good start if they are not needed!
wow yeah your sample sounds very "clean"!
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