PlaneShift
Fan Area => Fan Art => Topic started by: Bobby on December 12, 2004, 11:08:52 pm
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Recently i was doing a little practice with Blender, making some models for fun and I decided to make something for Planeshift. What do you think about this? :)
(http://www.akkad.republika.pl/planeshift/torches.jpg)
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It\'s nice, just try cutting down the pollys on the arrowheads.
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Originally posted by Bjorn
It\'s nice, just try cutting down the pollys on the arrowheads.
Are you kidding me, those arrowheads are almost too blocky, I think you can afford a few more. It looks like they only have 9 tris each.
The texture isn\'t very detailed, you could put some more work into that.
Other than that, the screenshot is kinda limited, you cant really see the whole thing. But it looks pretty good to me. Can\'t wait to see your next piece.
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Not bad, but make sure none of the faces intersect as they aren\'t rendered correctly by CS (last I heard anyway). I\'ll assume you just stuck those particles on the torches in for the render and don\'t really expect them to transfer in-game. With a decent skin this could turn out alright.
Edit: I think the torch heads are fine. I agree with Ice, if you do anything to them definitely don\'t take polys away. Also Ice, I don\'t think a texture has been applied yet. It\'s just colored objects so far methinks.
:emerald:
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Originally posted by ArcaneFalcon
Also Ice, I don\'t think a texture has been applied yet. It\'s just colored objects so far methinks.
Ah... that would explain it. :rolleyes:
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nice job.. but the torch shafts arent anywhere near the holder... :)
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Every of the little things in the model have 16-50 polys, yes - textures are Blender, not uv. But they are being made uv now. :) I don\'t know whether i should paint them like the engine was totally shadeless, so include all shades in the uv texture, or can i just use 1-color texture and CS will shade it on its own depending on the light sources in game.
because this is how it looks yet with no lamp included and shadeless. This will be a long way from Blender. Unless I know any way to make uv-textures based on light sources in Blender. I think I\'m going to render and put the rendered image as uv tex, but tell me if I should do that.
(http://www.akkad.republika.pl/planeshift/torches-shadeless.jpg)
I think I\'m going to install the CVS.
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Concerning the texture, solid colors will not work. They need shading, but more importantly they need detail. Solid red, yellow, brown, and gray isn\'t convincing in the least, even if it is shaded.
I think I\'m going to render and put the rendered image as uv tex, but tell me if I should do that.
I wasn\'t aware that blender had a render to texture feature. If it indeed doesn\'t then that is a terrible idea as the resulting texture will be all distorted (even if you map it correctly).
This model has potential, it just needs to be much more convincing. Right now it looks like a big red and yellow thing - not realistic at all. I\'m also a bit confused as to how the torches are attached to the pillar (it looks to me like they are just sort of floating there...).
:emerald:
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I think I will work a little more on these export features. I made a front view render of every part of the model separately, and put the textures back to the uv, but they, as you wrote, need additional painting now. Luckily, Blender has some features of real-time painting on the texture. As for your question how the torches are attached to the wall, they were attached in the center, or bottom, I just wanted to leave the connectors until I got a final image of this pillar.
Here is the current stage. There is no lamp in the room at all and the objects are shadeless.
(http://www.akkad.republika.pl/planeshift/torches-partialuv.jpg)
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render it with an osa level of 5 it will look a lot better.
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It looks nice. However, I find the smiling sun in the last version to be... irritating. Also, it looks a bit like the electron model... Otherwise I like the idea of an engravement on that disk. Maybe you can also make the disk slightly convex?