PlaneShift

Fan Area => Fan Art => Topic started by: Verser on November 15, 2004, 06:07:23 pm

Title: A bird? A plane? A ... Golem?
Post by: Verser on November 15, 2004, 06:07:23 pm
(http://myweb.dal.ca/jwoodacr/golem 4.jpg)

Alright, I designed a Golem in Blender. Or, at least, what *should* be a Golem. It looks a bit like Optimus Prime (not the intention). But, it can pick up stuff with his right hand, and bash stuff with his left, so overall he could be a bad dude. The design is 789 triangle faces and 405 vertices. There can be more detail since I am under the 800 face limit which ArcaneFalcon said creatures should be.

I am quite inept at texturing, so for now I won\'t bother. A nice rock texture could make it a rock golem, or some snow for an Arctic Golem of some kind.
I just wanted to get that on here and wait for some suggetions on improvement to the basic body and structure.
Cheers all!
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Post by: JellyWerker on November 15, 2004, 07:16:04 pm
Nice, I can help you texture it, and the design is pretty cool, You might want to use those extra faces to make it rounder. Also, you might want to try tapering stuff instead of  making it so blocky, it wuld save on faces, and make it look more organic and less mechanical, I know that wasn\'t your intention, but it kinda does.

Post Script: Can I have the .blend file, So I can show you what I mean, without you ruining yours. Again, nice :)
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Post by: Verser on November 15, 2004, 08:11:24 pm
Yes, he is a blocky fellow isn\'t he! Perhaps, a metal golem? Something made by a blacksmith and magically brought to life might have a blocky look as such.


http://myweb.dal.ca/jwoodacr/Golem.blend

That link leads to the .blend file, you are welcome to show me how he would look smoothed out, since I am just starting I have trouble doing that sort of thing without making the faces increase to over 3000
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Post by: ArcaneFalcon on November 15, 2004, 08:40:31 pm
It\'s not bad for starters.  You can go over that 800 triangle limit for this model, it is more of a character than a creature.  If you keep it under 1100 (preferably 1000) that would be good (note that these poly counts are by all means not authoratative, just my idea of a good guideline).  The first thing you need to do is round this guy up.  He\'s way too blocky and square.  You have some things put into detail that will never be seen once you get the skin on there (that ridge around the bottom of the head, some of the ridges in the legs).  Maybe you can post a 2d concept of what you are trying to accomplish with all those ridges?  You can also clean the shoulders up a bit I think.  If you eliminate those, and round things up, I think you should still be able to keep the poly count pretty low.  Big provs on taking on a biped model, that\'s not easy!  Keep up the great work!

:emerald:
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Post by: Verser on November 15, 2004, 10:40:25 pm
*Cough*
Yeah, a 2D model... Umm, I\'m not one for drawings :)
I guess the ridges are supposed to make him look like he was carved out of stone? I did intially start it as being a rock golem, thus the big honkin\' hammer hand of doom. But, I have smooth out the shoulders, head, and legs now. I\'m not sure if that helps, now it just looks even more... triangly?

The poly count was actually quite less than I originally said... I had a duplicated version of my Golem sitting one on top of the other, so poly count was doubled and all messed up :)

The count is now 1050 though, as I have added alot, plus I filled in some missing faces I had not noticed missing.

Here is the url for the new blend if anyone wants to fiddle with it (if you do, please post your changes here for me, and all to see)
http://myweb.dal.ca/jwoodacr/Golem 2.blend

And, an image of my changes (After this image I changed the crease between the legs so it wasn\'t so pointy or tall. This change is in the .blend file, but I didn\'t want to take the time to position the golem and render the image a second time)
(http://myweb.dal.ca/jwoodacr/golem 5.jpg)
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Post by: DepthBlade on November 15, 2004, 11:29:01 pm
Now its starting to look like a few mobs off of runescape
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Post by: Shadowfalcon on November 15, 2004, 11:59:17 pm
It looks great so far, kudos to Verser! I like the shoulder spikes. I can see a lot of room for optimizing it for in game use, (hmmm... maybe as an evil offshoot of the Kran race? I dont know...) Texturing would be easy, i think, being made all out of rock and all. Also, i think it would be cool if he used his other hand (the one with fingers) to reach down and pick up rocks, then hurl them at pasersby and enemys. imagine a pack of them up on a cliff shelling people with rocks :) Anyway, thats just what i think, tho my opinion doesnt count for very much. Keep working on it!
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Post by: Verser on November 16, 2004, 12:53:30 am
Oh no, not another person trying to start an RS argument! I didn\'t model after anything from RS, and I\'m not sure what you mean by mob. Now, I\'m not discussing that game anymore on these forums, too many haters =)

Thanks Shadowfalcon, I\'m glad you like it. And I agree, throwing rocks at players would be fairly wicked. OR, if it were used as a lava/fire golem, it could perhaps, rip a hunk of fire/lava from it\'s clubbing hand and toss that (regenerating instantly of course).

And thanks to Jellywerker and Arcanefalcon for the suggestions you guys made as well. If there are any more suggestions of changes that can be made to my latest post, please don\'t hesitate to add them!
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Post by: Dameon on November 16, 2004, 04:52:57 am
Quote
Originally posted by DepthBlade
Now its starting to look like a few mobs off of runescape


Lol. You\'re right.

It also reminds me a bit of metroid.
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Post by: ArcaneFalcon on November 16, 2004, 05:31:00 am
\"Mob\" stands for \"mobile object.\"  That\'s a term from way back in the gemstone days.  It basically refers to any sort of creature, or NPC.

You could heavily optimize those shoulders, and the legs and arms could become even rounder with the existing polys.  Pull those corner verts toward the center of the arms/legs more.  Oh, and lower that split for the legs for 1 section also.  That will help eliminate a few more polys.

It\'s getting better, nice work!

:emerald:
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Post by: Verser on November 16, 2004, 06:38:57 pm
Alot of work has been done since my last post, and alot of faces have been added one at a time (http://www.planeshift3d.com/wbboard/images/icons/biggrin.gif)
Up to 1284 tri faces.

(http://myweb.dal.ca/jwoodacr/Golem 6.jpg)

Now, how much of the remaining blockiness would be covered once it is textured well?
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Post by: Merdarion on November 16, 2004, 06:52:13 pm
Hmm, Looks nice. But that poor Golem seems to have got nothing to eat for more than a houndred years *ROFL*. And his legs are also too thin. His feet could be a bit larger. Maybe making it a suit of armor would also be an idea, but the golem is OK.
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Post by: JellyWerker on November 16, 2004, 11:50:49 pm
I am working on the lower poly and  rounder version I was talking about, you had a lot of usless faces on the head, I think about 40 at least. Also, make sure you are counting triangular faces, in edit mode, go to Mesh: Faces: Convert Quads to Triangles. I like the new version, maybe bigger legs though, and with your new facelimit, you probably don\'t need me to smooth it, but I will anyway\'s and give it a bic rock texture, so you can see what you think.
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Post by: Verser on November 17, 2004, 04:37:52 am
Thanks Jellywerker, I look forward to seeing what you do with it; I can post the .blend for that last image if you wish. It is drastically different from the originals I had, plus I filled in some holes that were in the original file which I hadn\'t noticed :)
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Post by: Moogie on November 17, 2004, 07:15:27 am
The size of his torso and arms is going to cause the golem to be horrendously top-heavy. He needs much wider, thicker legs, with very large feet to support the sheer mass. The legs should probably be alot shorter aswell.

He also needs some sort of pelvis. The legs attatched straight to the torso is going to cause some very problematic balance issues for the poor golem. Also doing this will allow you to put some space between the legs- no legs on any creature attatch right next to eachother like that, afaik. It\'s so that when he lifts one leg, he isn\'t going to topple straight over on his side.

Just some constructive crit- keep up the good work. :)
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Post by: Nikolia on November 17, 2004, 03:24:34 pm
Looks like a guy from Mario story
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Post by: JellyWerker on November 18, 2004, 07:17:24 am
post the new blend, I am having a hella hard time with thoses faces. Also, I upgraded to 2.35, just to let you know. It will be about another week and a half though, I am going to texas. It is about halfway done. Also, it is not so much smoothed as it is more poly resourceful.
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Post by: Verser on November 18, 2004, 06:48:51 pm
A new (and final for now) blend can be found here, with widened legs and the feet have been replaced with big lumps, because that\'s all he really needs right? (http://www.planeshift3d.com/wbboard/images/icons/biggrin.gif)

Blend: http://myweb.dal.ca/jwoodacr/More Golem.blend


Image: 1275 Tri Faces
(http://myweb.dal.ca/jwoodacr/More Golem.jpg)
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Post by: Icefalcon on November 19, 2004, 01:23:42 am
Well, looks better. The feet are fine as lumps.
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Post by: WiseKran on November 24, 2004, 01:18:50 am
one last thing!!!     Make his arms just a bit longer. then widen them slightly at the elbow with the scale tool. the just move around the points at the back of the arm until you have defined albows...     after that i would be glad to have such a great creatuse in the game!

btw, is blender supported by 3ds max? if so then i would do it myself