PlaneShift
Fan Area => Fan Art => Topic started by: Shadowfalcon on October 19, 2004, 01:38:11 am
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Hi everyone, here is my attempt at a Grangalan, based on the_duke\'s sketch
(sketch)
http://img40.exs.cx/my.php?loc=img40&image=grangalan.jpg
(test render)
http://www.firetemple.homestead.com/files/grangalan_lowpoly.jpg
Feel free to comment and give sugestions. I will draw up some textures tomorow and post a new render.
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How many tri is it?
Most modellers give the number of verts/faces...
It looks pretty good, also post your links in [ url] [/ url] tags (without the spaces)
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It has ~550 tris. However, on the tail are 9 valley sections, with 2-4sided polys for each section. Each 4 sided poly is 2 triangle polys. Then there are 6 sides to the tail. This means the number of polys you could save by doing the tail smooth is 9*4*6=216 minus the 12 for the 6-4 sided polys you will be keeping=204 tris saved. I don\'t think 204 triangles are worth something you could easily do with a texture. But hey, it\'s your model, and it still looks good :P
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ooh that looks awesome. add some bones and some animations like moving legs and wings. that would be cool.
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ooh, that looks hot. give it some mad color and a bloodthirsty expression. =)
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thats true Arcane, but to keep the same general shape, i can only cut it down by around 100. otherwise, the entire rear of it would just be a tapered box, and that doesnt look right, i tried that first. also, its around 450 polygons now. im not sure if thats tris or quads :( Im using max 5, do you know a way to tell, or tell me how to convert to triads. i know there is a way, but ive never used it.
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I don\'t know how to change it or tell, mine were always just automatically set on tris. Also, if you are going to add the extra detail in the tail like that, then you should smooth out the body. Personally, I wouldn\'t expect that to be much bigger than a chicken or small dog in game, so I think a boxy tail with a good texture is fine. If, however, you are aiming for something larger, then you will need to add the same amount of detail into the body so it doesn\'t look extra blocky and inconsistent when blown up (ie large, not blown up with explosives...). This is a great mesh, don\'t get me wrong, just some room for improvement imho.
:emerald:
Edit: When I say to smooth out the body, I mean use the bevel tool and get rid of some of the jagged edges. This should smooth it pretty good without making the poly count skyrocket. I would look to spend maybe 30-50 tries smoothing the body/adding detail.
:emerald:
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AS far as I know MAX uses tris not quads, i read that somewhere recently.
-tries to imagine a \'grangalan\' with a bloodthirsty expression-
-gives up laughing-
Man, it\'s a dragonfly...
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cool I didn\'t know someone took my idea and made it as a sketch. Anyways, yeah that\'s pretty much the way I imagined it. It still looks good to me :)
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The tail area could be made into a box or cylinder if you were to do the bevels as a texture... but anyways, MAX counts polys arbitrarily as an editable polygon object, but an editable mesh is always counted as triangles.
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Greets,
the model (and sketch too) looks very good! You certainly handle the modeling. If you want to reduce poly count:
- flatten the wings. You can use 1 rectangle plane for each 2-wing-sets, with texture alpha transparency. (maybe make them semi-transparent too?)
- reduce detail in legs. It seems to me that you have little toes there. I\'d say do it with plane and alpha transparency again. (maybe the whole legs?) Or drop the toes completely.
- reduce polys on the tail and do it in the texture instead. (like mentioned by ArcaneFalcon and Wedge)
Adjust the detail considering the size of this creature. I\'d say that with current level of detail, this individual could be something between 2-6 meters in size. Just my opinion, though.
Keep up the good work, this being is certainly something i\'d like to see humming around a moist swampy environment in PS.
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Thanks Cherppow!
I took your advice before you gave it. (I took yours too Arcane :) )
I think Ive finished the model, and ive figured out how to texture it. (I love texporter!)
It has 297 verts, and 576 polys (triangle)
Ive turned the wings into rectangles, and i have created a nice texture for them with an alpha map. it looks good. I will finish making a texture some time next week, after i get some of my homework done.
heres a pic.
(http://firetemple.homestead.com/files/grangalan.jpg)
If anybody still thiks they see room for improvement, feel free to tell me. also, if anybody wants to rig and export to cal3d, tell me. Ive only rigged a simple biped one time, and im not too sure of my animating skills right now.
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Great work! The only place I see room for improvement is the legs. The flaps under the body look a little odd, but other than that it looks much better. I\'m glad you finally got that poly count down 8)
:emerald:
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those arent flaps, those are the upper parts of the legs. i think they look wierd without textures and lighting. and yeah the poly count is a lot better. the first model had over 1500 triads.
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Add another pair of wings... twice smaller then the first one... it would look and feel better.
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those arent flaps, those are the upper parts of the legs
My bad, I got the previous version and it had some weird flaps on it, I just assumed they were still there, sorry :P
Add another pair of wings... twice smaller then the first one... it would look and feel better.
No it won\'t, he\'s doing a transparency. All that will do is increase the poly count and the strain on the engine (not much, but still). It will look and feel better if he keeps it the way it is and does a good job skinning it.
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hi all, i need a bit of help. im going to texture the oversized dragonfly, but i can no longer apply the symmetry modifier. the bounding box shows why. does anybody know how to fix this?
(http://www.firetemple.homestead.com/files/boxprob.jpg)
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I have no idea how you managed to do that to your bounding box. You might try exporting it as a .3DS and then importing it and welding all the verts (.3DS format breaks all the verts). If that doesn\'t work I\'m not quite sure what to tell you, that\'s never happened to me... If you can mirror it, weld the seem, and then unwrap uv it then I wouldn\'t worry too much about it (I should think anyway)...
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What you do is create a box & move it to 0,0,0 so it\'s right in the middle of the scene, then you apply a Edit Mesh Modifier to the box & attach the Grang to the box. then go to the \"Elements\" sub-object level & select & delete the box. Then it should mirror currectly....
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ok, thanks again Zeraph, it did fix it. ang now heres the best texture i could come up with! Its based on a Halloween Pennant (Celithemis eponina).
(http://www.firetemple.homestead.com/files/mytexgrang.jpg)
Seriously. somebody else needs to texture this. i suck at it.
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For someone else to texture it, you have to make it available for them to download, or atleast the uv map template you used. hard to texture without anything to work from :P
josePhoenix
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duh, i just want someone to volenteer, and then i will email it to them. i dont want to post my work so ANYBODY can take it. I have had my ideas stolen before, and im not gonna let it happen again.
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If you\'re nice, ArcaneFalcon or Zeraph might texture it for you.
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I like that model!
(for flying animation, gather the legs, slightly bent, leaned backwards, towards the tail)
But I think the texture is a bit problematic (legs color doesn\'t fit an insect).
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If you want I can take a hack at it. At the very least I will set the uv map up correctly (not sure if you have done that or not). I can\'t make any guarantees as to how good it will look, I\'m in the middle of several projects atm, but I can at least make an effort. I\'ve PM\'ed my email address to you.
:emerald:
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Sweet! Thanks Arcane! But how do I get to my PM\'s?
edit: nevermind, i found it