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Messages - Thenior

Pages: [1] 2 3 ... 6
1
Fan Art /
« on: March 30, 2006, 04:45:44 pm »

2
Fan Art /
« on: February 15, 2006, 05:01:55 pm »
If you all like the start, I can finish it, but anyway:




236 Tris so far

3
Fan Art /
« on: January 11, 2006, 11:38:55 am »
well in MMO\'s you have to go lower because of the vast amount of objects, but the Crystal Space engine could handle quite a bit more polygons.

Currently I am a 3D artist for a 6 Degree of Freedom game (like the Descent series) for http://www.highoctanesoftware.com

http://www.cgcrafter.com/2.html is some old renders. I don\'t have any new ones up because my new ones are under NDA

See we will commonly have a 1 million polygon object, create a normal map, and apply it to the lower polygon object (like 4k)

it\'s like http://crytek.de/images/gallery/polybump/poly_04.jpg only a little bit more detailed

but I suppose it is best for Talad to be so picky about the detail of the models, thought using bump maps and normal maps would aid greatly to the detail, plus HDR lighting for atmosphere. That way people with higher end PC\'s could get more from PS, and people with lower end PC\'s could just disable it.

Having said that, your models are great!

If you apply a blurred grungey bump map to the entire object it\'ll make it more alive. If you have photoshop, bevel and emboss are your freinds for getting ridges in the metal texture.

If you want you can send me the object and texture and I will show you what I mean. jk3d AT hotmail.com


4
Fan Art /
« on: January 10, 2006, 12:06:02 am »
the game project I am currently working on, 4000 polygons for a single character is perfectly acceptable, that is why it seemed odd.

5
Fan Art /
« on: January 09, 2006, 01:09:09 am »
Quote
Originally posted by Karyuu
...Rather high-poly for something to be used in-game, but I\'m sure you weren\'t working with this in mind. Kudos to Gentar for the design - and I\'d love to see the rest of the costume modeled to go along with the helmet, heh. But! I\'d also like to see your completely own work as well, Dunadurium! :D Definitely hope you\'ll post more.


512 polygons is high?

You could always normal map it :P

6
Fan Art /
« on: September 24, 2005, 08:01:41 pm »
If I used the image


and used it in the terrain engine, I would get the following (of course not in wireframe:



So you asking how do I model it is consuing to me.... again unless you have a overhang

7
Fan Art /
« on: September 24, 2005, 07:59:15 pm »
I started with a concept (it was a front view). Then I used a polygon plane, and did a lowish polygon version.

Then I used a Smooth tool, which makes it basically just look nice.

And yes I plan on texturing it. I had it texture on another deformed model (deformed to make it easier to UV map) but the UV map transfer tool is not working, so I asking a freind to do it.

8
Fan Art /
« on: September 24, 2005, 03:10:06 pm »
The Crystal Space engine uses a Height map to calculate the terrain.

Although for a canyon, it might difficult. As long as you have no overhangs, it should be quite managable though.

9
Fan Art /
« on: September 24, 2005, 02:34:44 pm »
1: Didn\'t check, it is for the purposes of a high detail movie

2: Maya

3: See number 1


That sword would have  been a peice of cake to make low poly, probably easier than making it high poly.

I am going to be applying a bump map on the hilt, a sort of dragon design \"engraved\" in the inset peice on the sides.

10
Fan Art / WIP Sword (not low poly)
« on: September 24, 2005, 02:07:36 pm »
hey all,

This isn\'t for Planeshift per se, but just a sword I made in a few hours:



Again, this is a Work in Progress. No comments on the texturing yet please ;)

11
Fan Art /
« on: June 30, 2005, 01:08:05 pm »
1) Maya 3.0 Unlimted commercial/maya 6.0 academic
2) $45/$250
3) .MA (Maya ascii) and .MB (Maya Binary)
4) .MB
5) 5-6
6) Support the new .FBX format, and support .3ds. Those two are very important

12
Fan Art / Lava cave balcony thingy
« on: June 09, 2005, 04:56:26 pm »
well I was just fooling around, and got this, probly my best render:


13
Fan Art /
« on: June 06, 2005, 03:18:08 pm »
I gave a quick shot at the bed roll

I really think the textures stink, cuz I am not very good at texturing, plus GIMP is limiting. :)

But anyhow:


14
The Hydlaa Plaza /
« on: March 19, 2005, 12:40:27 pm »
World of Warcraft has alot of girl playing guys (the girl avatars look alot better) but there are a ton of girls playing too...

15
The Hydlaa Plaza /
« on: March 01, 2005, 01:14:55 pm »
World of Warcraft is not real time combat, if you mean in the sense of a FPS. It is a bit like planshift (or should I say Planeshift is a bit like it :P )

And I have been playing Zorc of all things ^^ that is pretty fun if you have the patience to draw a map...

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