ZBrushCentral

Konjo's World

hello zbrushers .

i have been developing a game for the iphone/ itouch called konjos world i wanted to post here because i use zbrush everyday and i have learned so much from zbrushcentral i hope to inspire . i am compiling the game as i make it in maya 8.5. i am mostly building terrain in maya. i am using a game engine- Shiva. I am learning shiva and testing on an itouch. I am trying to prove that it is possible for 1 Zbrusher to build a 3d game and publish to the iphone - as long as you are willing to learn the code of the game engine.. I am far from completing the game of course as i have a lot to learn about shiva, but i have come a long way in the last bunch of months. most of the texturing, and all of the organic modeling will be done mostly in zbrush

all of the textures need to be worked on a lot of course, and a lot has to be added to the scene. but you gotta start somewhere.

i find it great that i can animate the characters in maya, and then create animation banks in shiva and control the characters with AI, i love it all.

i also use another program called ultimate unwrap3d pro, which helps me with uv, and helps me make shaded texture maps, ANd it is my callada exporter. (i need to export the models/ animations as fbx from maya then import into unwrap3d, export as callada .dae format to finally get it into shiva)…but it really works and its amazing to see animated / textured character you made in zbrush/ maya on the iphone.

the images i posted are maya renders with bad lighting, everything looks better in the game engine

[my blog](http://lazyeyestudios.blogspot.com/) [my youtube videos](http://www.youtube.com/user/konjothegreat)

Attachments

KWshot1.jpg

KWshot2.jpg

hey folks jus wanted to post an update of what the main character for konjos world is going to look like.

I also wanted to ask if anyone knows any good sites for armor texture so i can make some good brushes to paint good armor texture! lol the texture on this model is horrific, i need to go to the park to take pictures of metal texture i think.

The environment modeling for the game has come a long way but im not ready to show it

Attachments

frosty10.jpg

Ivan Mitkowski here-

hello Zbrush world- i am back!! I just recently finished my first installment of the iphone game- Konjos World!

I have been working on this game / learning game coding since october.

I made everything in the game with maya and ZBRUSH, and used the game engine- SHIVA. I figured i would post some screen shots here, i will make a youtube video of the gameplay in the upcoming week. I am submitting the game to apple tomorrow, so the game wont be up in the appstore for at least a week im guessing.

I modeled the whole game myself, all the art was made by me

Official game description:

Konjo’s World 1 is for Iphone and Ipod Touch. There are 5 main areas in the game to explore. Outhere, The Hedge Maze, The Old City, The Ice Cave, and the Sewers. Choose your path with advanced touch-screen movement controls that include strafing. Play as Konjo, the mountain-dwarf.

To fight the Troll Warriors in the game, you must select your enemy by touching them on the screen. The selected enemy will light up. To attack you must face your selected enemy and hold your finger down the main character Konjo. The longer press down on Konjo, the more powerful his attack will be. Pick up life- replenishing items everywhere you go. The Troll Warriors spawn with a sword or an axe, the Trolls with swords are much more dangerous because they do more damage.

MainMenu.jpg

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Attachments

IcecaveCombat1.jpg

OldCity1.jpg

Outhere1.jpg

pig-cave2.jpg

PigCave.jpg

Umm just out of curiosity are you a student?

no i never went to college and i dont plan to, but i have been using maya for 7 years, and zbrush since version 3.0 came out. why do you ask?

This reminds me of the “old days”, 8-9 years ago, when I played with a game engine called RPGToolkit. 2D ofcourse, but probably the most powerful free tool out there with everything you needed to make a fully pro game.

heheh victor i take that as a compliment- because i was actually aiming to make the game look like it was 1995 playstation 1 status. You can only put so many models in every scene, or else it starts lagging… Like every scene your striving to get around 15- 20 frames per second (FPS)… Once you have over 100 models in the scene, it starts to slow down to like 10 frames per second which is bad if you want fighting in that scene. Thats why everything has ‘visibility distance’ meaning, it becomes visible at a distance of ‘50’ or whatever, so you only see the objects around you, so the models in the distance dont slow down the game.

For characters and enemys it definitely helps if the models are under way 1,000 polys, and most props should be in the hundreds.

Like i mentioned before, i used a game engine ShiVa, and mainly used maya to make the models, and zbrush to tweak/ texture the models. Now i can spend time perfecting the textures even more, and submit the updated even better looking game.

Modeling/ texturing and animating takes a long time, but the hardest part of the process by far is writing the code. ShiVa is software programming, and it is no joke- writing functions for AI is complicated, and it is very hard to teach someone how to write code from scratch.

I really wish i had more programming experience, because i would love to make a fake 2d side scroller game (fake 2d meaning its actually 3d, but the camera just looks at it from the side) …
Because i would really love to make a game like tomba 2, jumping around, getting special weapons that help you (kind of like an awesome 2d side-scrolling zelda)… So if this game is successful then i will attempt to hire a programmer to help me make the next game, or make a 2nd version of ‘konjos world’

hioo. Heres some screenshots taken from the actual game engine:

screen1.2.jpg

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screen12.jpg

Screen3.jpg

Zoink! My app was approved today- i will continue to post pics of texture and world improvements as i make them for the game! woohoo!

Konjos World iphone app

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heres some screenshots of my current progress… i have lots of work to do on all of the textures still… all these shots are from 1 zone- SouthEast Outhere! Crits please! shot3.jpg

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shot2.jpg

shot1.jpg

heyy. So im putting a demoreel together of the 3 game projects that ive been working on. Im going to attempt to find a job working at a videogame production studio in manhattan. I wanna model 3d characters and environments for games- possibly more mobile games, and work my way up to working on MMO’s… And i definitely hope to find students along the way to teach maya and zbrush… modeling, UV, texture, rigging, etc.

<object width=“480” height=“385”><param name=“movie” value=“http://www.youtube.com/v/GMxp_Nl1qrQ&hl=en_US&fs=1&”></param><param name=“allowFullScreen” value=“true”></param><param name=“allowscriptaccess” value=“always”></param><embed src=“http://www.youtube.com/v/GMxp_Nl1qrQ&hl=en_US&fs=1&” type=“application/x-shockwave-flash” allowscriptaccess=“always” allowfullscreen=“true” width=“480” height=“385”></embed></object>

heyy ZBRUSHERS

i just finished this months demoreel- check it out

Maya, zbrush and photoshop for everything

CastleShot1.jpg

here is my website- has a section with tons of zbrush tutorials if you are interested

http://konjosworld.wordpress.com/

Hey there, it’s great to see that you are very motivated about 3D. I do have several suggestions though if you plan on continuing on your plan of becoming a game artist. Just for background, I have been an artist at a large MMO company for about 5 years now, 2 as an env artist, and 3 as a character artist. Your work shows you have some basic knowledge of 3D and game engines. I am not sure about your skills at design or programming, but I think you need to focus on making your art more presentable. I realize you may not want to go to school but at the very least, I highly recommend going to some sort of gameart college or even a respectable online course…for example, Gnomon. These courses are very important for learning core fundamentals for 3D and are essential IMO. You can learn stuff on your own of course but it will certainly take longer and you will most likely miss out on certain key basics. Again, this is not to say you won’t get significantly better on your own, it is merely a suggestion from someone who has been where you are now. Either way, keep grinding away and good luck!:+1:

hey sarakawa thanks for the advice- yes im going to continue to work hard on my levels and models… I know my texturing ability and game level layout has a long way to go. Hopefully i can find a job and learn something from working with others.

hehe! it says SOE… did you by chance work on everquest 1?

PS- by the way i totally agree that i would benefit a lot from taking some courses at gnomon, if im unable to find a job in nyc, i may move to cali to find work- in that case ide definitely take courses there. I learned a lot from gnomonology.com when it was up (gnomon instructor vid site)… a solid foundation knowledge of the basics is key i totally agree… Hopefully ill get better at modeling/ UVing/ texturing with every model and texture sheet i will learn and improve. Theres definitely dozens of dvds i want to buy from the gnomon dvd seller site… Just totally broke this moment

Demoshot1.jpg

hey im going to start sending out my resume tomorrow to studios in manhattan, hopefully ill find some work somewhere :slight_smile:

http://konjosworld.wordpress.com/