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Author   Topic : "Minifig design"
Tzan
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Joined: 18 Apr 2003
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Location: Boston MA

PostPosted: Sun Feb 10, 2008 6:29 pm     Reply with quote
I did a 3D model of a lego minifig a few weeks ago. Then thought about how I could have a 3D brik stlye character that didnt violate a pile of patents.

In chronological order:

Not perfect, there are some problems here, but man its hard to measure to fractions of a millimeter



Sketch:



Brik Warrior prototype:
The arms are thicker than the sketch, maybe I'll shrink those down a bit when I get around to the model. The hands and feet are detachable. The knees and elbows bend.



Sorry for the nudity Shocked

( hey I drew something for a change )
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gLitterbug
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PostPosted: Mon Feb 25, 2008 4:25 pm     Reply with quote
hehe nice, it's like the Arnold of Lego.
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Tzan
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PostPosted: Mon Feb 25, 2008 6:43 pm     Reply with quote
Yup that was the idea. A more athletic, heroic version. The Legos are just fat lazy couch potatoes Smile
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gLitterbug
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PostPosted: Fri May 30, 2008 2:27 pm     Reply with quote
So how did this turn out so far? Or did it go into top secret mode until you made the big decision mentioned in the random musings thread?
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Tzan
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Joined: 18 Apr 2003
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Location: Boston MA

PostPosted: Sat May 31, 2008 8:43 am     Reply with quote
Two weekends ago I made a preliminary 3D model.
Needs tweeking for rigging/animation.
Lightwave 9.2

I know most projects usually stay secret. So I'm not sure how much I should show, but here it is since I dont even know if it will ever be a project anyway.


Front:
figure is 5'-0" tall to the top of the stud
The green square is 3'-0" although I may make the spaces 4'-0" to give a little breathing room.


Front side


Rear


Rear side



Sample Terrain
3'-0" spaces, 6" studs
I could go up to 4'-0" spaces with 4" or 6" studs
So a 1x brick could be 8"x8" or 12"x12" havent decided yet.
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Tzan
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PostPosted: Sat Jun 07, 2008 8:09 am     Reply with quote
Terrain with some guys on it.
I think I may stick with the 3' spaces.

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Gotnospoons
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PostPosted: Sun Jun 15, 2008 7:55 am     Reply with quote
Cool stuff so far, are you rigging and animating the piece? Looks like you have an ambiant occlusion pass, do you have to do that seperate from the main render or is it embeded? Any moer progress?
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Tzan
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PostPosted: Sun Jun 15, 2008 8:26 am     Reply with quote
Thanks

My next step is to start rigging and adjusting the model. The shoulders are a bending problem. The game I'm thinking of making will be 2D isometric, so the models will just be posed/rotated 8 directions/rendered to 2D then used. I've nevered rigged anything before so that will take a while, but I havent started yet. I may just do a few poses, standing, pointing gun, dead, just to keep it simple for now.

Yes I used ambient occlusion, as a shader. So it renders all at the same time. Each of those images took less than 1 minute to render.

No progress since last post. Just working 6-7 days a week on my regular job.
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Tzan
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PostPosted: Sun Jun 15, 2008 8:38 am     Reply with quote
Ok back to work.
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gLitterbug
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PostPosted: Thu Jun 19, 2008 2:40 pm     Reply with quote
Thanks for posting these. I'm not sure if you're interested in crits, but something about the head bothers me. Either it's the length or the stud on top being square, or the whole head being round. Not entirely sure.

Also I don't want to poke so much again, but what are the reasons you decided on a lego-like design for your game? Need your parts to be modular to save up on workload and make for easy explosions and such things, or just because you like the look?
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Tzan
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PostPosted: Thu Jun 19, 2008 5:26 pm     Reply with quote
I dont mind the questions Smile

The head bothers me a bit too and I may alter it a bit. Perhaps pushing in the sides, like a normal head. I did try to push in the lower curve under the ears to define a jaw line like in the sketch. But that just looked worse.

I started with no stud on the head but was told by Lego fans that my fig would degenerate to an "action figure", rather than being part of a modular system. So I buckled under peer pressure. Smile It will usually have hair or a hat anyway.

In general a lego shape is similar to a child, large head, short legs. Mine is more like a teen, maybe, I dont want adult proportions. So the head is big.

-------
Design style:
Yeah you got it. It really saves dev time if I only have a handfull of terrain parts and a single character model. The texturing is simple, just flat color. I do like the look too.

I have a pile of game designs but they all require a lot of work. Then I hit a web site in december Brikwars.com. Its a site about a set of rules for playing tabletop battles with Legos. I had made my own set of rules for that back in 1998, so it was cool to see that I wasnt the only one.

Then after making the 3D lego guy, while also thinking about what graphic style I would use for a game I was designing, I realized I could use a modular brick system. So I created a brick system and minifig free of patent problems. Thats why the studs are square, also squares save polys.

Then I realised that I could cut my dev work even further by making something very simple that these Brikwar players might want. A networked skirmish game where the players can layout their own terrain before battles. Just like they do before a Lego battle.

So I dont need a story, single player version, npc/quests. Just a construction editor, simple graphics, rules, networking, turn based. That cuts the work by maybe 60% or more.

The people on the site play computer games but just cant get together with folks in real life to play a brikwar. So it would actually fill a need.
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Tzan
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PostPosted: Fri Sep 17, 2010 8:01 am     Reply with quote
I took a few months off of work this summer and got some programming done, C#. I did this using the windows version of Unity 2.6.

Right now its just a terrain editor.
Click on a space and it goes up 1 plate, 3"
Ctrl click it goes down.
You can change terrain types.
sidewalk, asphalt, grass, dirt and sand so far. The default terrain is that gray color.
It supports 100 colors for bricks, more than enough. I could always add more.

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durgldeep
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PostPosted: Sat Sep 18, 2010 1:53 am     Reply with quote
Tzan wrote:
The people on the site play computer games but just cant get together with folks in real life to play a brikwar. So it would actually fill a need.


Cool. Smile
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Tzan
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Joined: 18 Apr 2003
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Location: Boston MA

PostPosted: Sat Sep 18, 2010 8:59 am     Reply with quote
All I need now is a free 1+ years to work on just this.
But I have to go back to regular work next month.
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Tzan
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Location: Boston MA

PostPosted: Thu Sep 30, 2010 7:12 am     Reply with quote
That white rectangle is a 5x5 brush for making changes.
Just finished implementing brushes, 5 sizes 1,2,3,4,5.

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Quintus Dias
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Joined: 11 Sep 2010
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PostPosted: Sat Oct 30, 2010 7:42 am     Reply with quote
This kind of reminds me of those city scripts for Python, looks cool.
You gonna use the terrain for a game?
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Tzan
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PostPosted: Sun Oct 31, 2010 8:23 am     Reply with quote
Yes.
I'm thinking about a turn based strategy game.
But I have ideas for about 5 different games that would use this style of art.
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Tzan
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Location: Boston MA

PostPosted: Sun Jan 09, 2011 10:13 am     Reply with quote
So yesterday I was messing around with making a webplayer for my game.
Its just a few clicks, but I had to comment out System.IO stuff. All the save/load code I was testing.

Anyway this will pull up a Unity web player. If you dont have the player, you will be asked to download it.
Dont worry, its just like installing Flash.

Doing the right click full screen may look weird, blurry. My monitor is 1600, but when I go fullscreen it goes to 1024...???
So I made the player 100% sized, so maximize your browser window.

No charcter
No trees etc...
Just terrain
I was going to wait a bit till those were done, but then I didnt.
Dont go too crazy with editing, you cant save it.
Feel free to take a screen shot of course.

If you want to be helpful run http://www.fraps.com/download.php and report your framerate and system specs. Fraps is free, F10 screen shot.

This is just a terrain editor, not a game yet.
WebPlayer for my game:
http://dl.dropbox.com/u/10454876/BrikWars/WebPlayer1.html

If you have an old computer and get a bad framerate this player has no 3dmodels of studs:

http://dl.dropbox.com/u/10454876/BrikWars/WebPlayer2StudsOff.html


Instructions:

Code:


Instructions
1/7/11

If the web player seems unresponsive click in the game window.
Right click to get menu, to go Fullscreen. ESC key to exit full screen.

Click WorldBuilder to start editor

----------MODES----------------
F1    Change elevation (default)
F2   Change terrain type
F3   (Selection set mode not implemented)
F4   Studs

----------Keys-----------------
WASD moves camera
ALT hold down and move mouse to rotate camera, this is similar to Company of Heroes
MouseWheel scroll wheel to raise and lower camera

T    cycles through terrain types
B   cycles through brush sizes 1,2,3,4,5
CTRL+Click in F1 mode   change elevation Down

All elevation changes are 1 plate (3")

---------Terrain types-----------
Default gray
Grass
Dirt
Sand
Asphalt
Sidewalk
Water
Lava
Crusty Lava, when there are studs
Rocky grass, when there are studs

---------------------------------

LMB Depending on Mode:
Raise/Lower terrain
Change Terrain type
Add/Remove Studs

When a brush size overlaps a baseplate the change only happens on the baseplate that you clicked on.
So the spaces in the adjacent plate will not be changed.


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Tzan
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Location: Boston MA

PostPosted: Wed May 11, 2011 12:44 pm     Reply with quote
I added the ability to put landscape elements on the map. Just tree stumps for now.

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Tzan
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PostPosted: Fri Nov 11, 2011 8:57 am     Reply with quote
Some trees.




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durgldeep
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PostPosted: Mon Nov 14, 2011 8:44 pm     Reply with quote
*+1* Smile
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Tzan
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Joined: 18 Apr 2003
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Location: Boston MA

PostPosted: Fri Feb 21, 2014 8:35 am     Reply with quote
I've been messing around with CSS, just starting really.
I took some photos of cardboard, chipboard and a push pin.

https://dl.dropboxusercontent.com/u/10454876/Brikverse/Brikverse_01.html

I rotated 2 pins with CSS code, I didn't know we could do that.
I've been reading thru the WC3 school tutorials.
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Tzan
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Joined: 18 Apr 2003
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Location: Boston MA

PostPosted: Tue Apr 08, 2014 9:24 am     Reply with quote
I made a few changes to the web page.
( The buttons on the top bar do nothing still )

I added a download link to a Windows PC demo zip file.

Dont forget to read the instructions, all the editing commands are on keys, no gui just yet.

https://dl.dropboxusercontent.com/u/10454876/Brikverse/Brikverse_01.html
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Tzan
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Joined: 18 Apr 2003
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Location: Boston MA

PostPosted: Mon Apr 14, 2014 9:35 am     Reply with quote
I made a Mac build and its on the web page.
If you try it, let me know if it works.

https://dl.dropboxusercontent.com/u/10454876/Brikverse/Brikverse_01.html
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Tzan
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Location: Boston MA

PostPosted: Sat Aug 02, 2014 6:32 pm     Reply with quote
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