PlaneShift

Fan Area => Fan Art => Topic started by: rosmerelmer on May 14, 2005, 11:26:39 am

Title: concept art
Post by: rosmerelmer on May 14, 2005, 11:26:39 am
wouldn\'t it be cool to have a topic about people who want their drawings to be 3d models, just simple drawings from the front and side. its really handy for people who just want to mess some around with simple models and don\'t have such a huge fantasy, people like me...
Title:
Post by: Cyl on May 14, 2005, 01:30:54 pm
Good idea. Haven\'t had much inspiration for the last few weeks.

(Note: I am still doing requests, if anyone has any.)
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Post by: rosmerelmer on May 16, 2005, 10:44:54 am
well, anybody?

-------------------------------

what about pics from the unimplemented characters?




Posts merged. Please don\'t doublepost. ~Moogie
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Post by: Cherppow on May 20, 2005, 11:10:08 am
Greets!

I like the idea, but I think that the missing race models may be a bit too challenging... at least for me. :) So let\'s start with something less important.

(http://users.tkk.fi/~vrantapu/PlaneShift/VR_Sketch_OgreMaul.jpg)
An \'Ogre maul\'.
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Post by: rosmerelmer on May 20, 2005, 05:09:01 pm
nice drawing, ill give it a try.
hmm, need some nice textures/images for that. what did you thought of rough iron?

nice drawing btw

keep posting!
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Post by: rosmerelmer on May 21, 2005, 04:18:19 pm
check it out!:
(http://i2.photobucket.com/albums/y17/gnomkiller/0001.jpg)

(http://i2.photobucket.com/albums/y17/gnomkiller/lol0001.jpg)

the blood thing is just a joke, i got stuck in the textures so i removed them all.
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Post by: dragonfire999 on May 21, 2005, 05:00:05 pm
looks really nice, great work.
similar to the drawingg :)
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Post by: Jazeera on May 21, 2005, 05:10:10 pm
Good job indeed, but is it just me or are the spikes which were near the end of the handle on the drawing, not on the end of the handle on the animation?

and of course it needs some textures, more iron like with a wooden handle. Other than that pretty good job IMO
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Post by: rosmerelmer on May 21, 2005, 07:11:02 pm
i dont really get your point jazeera, but thanks anyway. just keep giving constructive critism.
i was wondering: should i subsurf it like it is now or just have it with sharp edges?

[edit] i mean, what else to be done at the model?
im a bad texturer, maybe cause thats hard, but in any case i love the modelling much more.

[edit again]
(http://i2.photobucket.com/albums/y17/gnomkiller/textured.jpg)

texturing the iron is hard, it didnt work for me.

feel free to ask for the file, i can export to almost anything with blender.
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Post by: Jazeera on May 21, 2005, 08:05:45 pm
(http://upl.silentwhisper.net/uplfolders/upload9/Spiky.JPG)
I just said that I didn\'t see these spikes on your animation/3d model

and about the textured model I\'m not so sure about the green stuff... other than that it looks nice, although a little glossy/glasslike
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Post by: rosmerelmer on May 21, 2005, 09:32:40 pm
those, are lost in the subsurf. ill work on that. and about the grean stuff, in a texture database they said it was like corroded bronze. doesn\'t look like the actual texture on the model, thats sad
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Post by: rosmerelmer on May 21, 2005, 09:35:20 pm
take a look, took me about 30 seconds to ajust
(http://i2.photobucket.com/albums/y17/gnomkiller/e6d5741c.jpg)

(http://i2.photobucket.com/albums/y17/gnomkiller/612cf55b.jpg)


(this treat is gonna be soooo long)

other people plz post more art!
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Post by: Gentar on May 22, 2005, 03:45:54 am
I think it looks pretty good, but, for an ogre maul, it doesnt look crude enough. perhaps it needs a hand drawn skin or texture for it, like the ingame models.
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Post by: ArcaneFalcon on May 22, 2005, 05:53:47 am
Not bad, but the poly count must be pretty CGNU (http://www.homestarrunner.com/sbemail26.html).  The shine in that last render definitely needs to go and I think that ring at the bottom needs to be bigger like in C\'s drawing.  And he even put a nice little graph on it, you\'re the best Cherppow. :P

Edit:  Make the taper at the top of the handle shorter as well, like in Cherppow\'s drawing.  Then work on the skin a bit too.

:emerald:
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Post by: rosmerelmer on May 22, 2005, 07:59:11 am
I\'m trying, that ring idea was good, thank you for that. and the shiny thing might be imposible to remove, only if i do it shadeless.

it has 788 faces, but i dont know how much polys. blender is so bad at that thing..
[edit] 799 polys, thats not to bad right?

ok, no subsurf this time

(http://i2.photobucket.com/albums/y17/gnomkiller/nosubsurf.jpg)

i smoothed the hammer itself.
and byebye shinyness

[http://www.sendmefile.com/00002532]
i think i\'m done with this model, i have an excellent other challenge wich i wont show you cause it(if im good enough) might come in-game
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Post by: Cherppow on May 25, 2005, 07:49:08 pm
Hello people.

You all got me interested... so here\'s my try.

(http://users.tkk.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_OgreMaul.jpg)

Ogre maul -

Ogre maul is a heavy duty weapon, that requires hardly any maintenance. It\'s very durable and can crush almost any wearable armor. It\'s downsides are slow attack rate and high skill requirements. Ogre maul was named after various ogre tribes who deploy their warriors armed exclusively with these mauls.

Type: blunt/mace weapon
Requirements: 110 strength, 30 mace skill
Weight: 20-25 kg
Size: 120 cm
Value: 2500 tria

Polygon #: 494 tri
Texture: 256*256 tga
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Post by: Karyuu on May 25, 2005, 08:42:18 pm
Cherppow, stop being so awesome :D

In all seriousness, that\'s amazing work. I\'m always in awe of your textures.
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Post by: Nilrem on May 25, 2005, 08:52:45 pm
i didn\'t know Cherppow was so an evil person...
/me thinks there are great mages at the \"wrong\" side...

Rosmerelmer was clearly looking for more real textures to map its design (more realistic non-plastic appearence) and then we find that Cherppow was hiding them, shuting up while trying to hide a slight evily smile.

Oh, that\'s cruelty. :P
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Post by: rosmerelmer on May 25, 2005, 08:56:06 pm
aargh, i fdeel such a dumpass :S
thats awsome, but did you model that by yourself?
and how did you texture? uv mapping or materials?
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Post by: ajdaha on May 25, 2005, 09:48:07 pm
The green is great, but I would suggest turning the wooden handle either into green marble or into metal just like the head of the warhammer. It looks slightly unnatural now, but if you follow my suggestion I think it might look cool. I love the tip, it makes it look like a mincing machine.
Reminds me of the spam factory I visited once....
sorry I need to barf.
Edit -
What!Someone got rid of the green, well watever then (as well as stealing your thunder... : ).
But to be honest, whatever metal that is, it looks slightly too heavy to be held by that stick. In fact it looks a lot like sedimentary rock ; ) Maybe you should still turn the handle into metal. Darker than the head though...
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Post by: Cherppow on May 26, 2005, 01:30:11 am
Hi.

To Karyuu: Why, thank you ma\'am. I\'m in awe of your art, so we\'re pretty much even.

To Nilrem: Oh my, I\'m not evil... though, I do hide stuff occasionally. It wasn\'t my intention to be cruel, I simply got inspired. :) To show my apology, I made two new sketches, free for everyone.

To rosmerelmer: Please don\'t feel that way, Blender isn\'t an easy program to learn, and you seem to handle it quite well! But there\'s still a lot to learn for both of us. As for your questions: Yes, I just finished it this evening. The texture is uv-mapped 256*256 tga image. The newest version of Blender has a handy LSCM unwrap function that practically creates the uv-map for you. Models that are intended in-game, should have their textures applied by this uv-mapping. Also, we can\'t use specularity or other special effects, set aside the uv-mapped texture and \'smooth\' rendering. You can read more in the Guide for 2D/3D Contribution (http://www.planeshift3d.com/wbboard/thread.php?threadid=11028&boardid=22) thread. In addition, if you can provide us with the uv-face layout of your model, we may create some textures for you.

To ajdaha: Good point, the wooden handle could indeed be thicker. I don\'t want to turn it into metal though, as that\'s not the case in the sketchwork.

Sketches:
(http://users.tkk.fi/~vrantapu/PlaneShift/VR_Sketch_Hatchet.jpg)(http://users.tkk.fi/~vrantapu/PlaneShift/VR_Sketch_Candelabra.jpg)
A hatchet and a candelabra.
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Post by: rosmerelmer on May 26, 2005, 06:35:29 pm
nice! i think ill model the candles, so i can make an other tutorial and learn other tecniques. currently im working on a monster but its so hard!
just when i send moogie some pics i realized that some edges and faces where just &%.
also nice drawings, but where did you got that textures?


p.s ill unwrap the hammer for you all.

[edit]
dont we all love lcsm unwrapping?
http://i2.photobucket.com/albums/y17/gnomkiller/messlol.jpg

there are some troubles with the scales. But, L?L!
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Post by: Cherppow on May 27, 2005, 11:49:18 am
Hi again!

The maul texture was hand made to fit the maul. As a base I used the uv-face layout from the model and few materials from http://www.imageafter.com/. I then applied different kind of lighting, colour and detail layers. Just in case any of you wonder, here is it\'s uv-layout and the final texture.

(http://users.tkk.fi/~vrantapu/PlaneShift/maul01_uv.jpg)(http://users.tkk.fi/~vrantapu/PlaneShift/maul01_texture.jpg)

Ps. the unwrapper is a real timesaver, just remember to make some seams to your model before you unwrap. :) Also if you unwrap all the faces at same time, they should be in scale. There\'s more info about that on Blender website (http://www.blender3d.com/).

Pss. I\'m not going to model the hatchet. :P
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Post by: rosmerelmer on May 27, 2005, 08:05:14 pm
ill make the model of the hatchet, shoudn\'t take me so long. i did mark seams and unwrapped all at the same time.
ans still i got very much pieces.
but you had removed all spikes right?

[edit]
my console always said that there was no installed python. does someone have the same problem?

[edit2 since moogie is against double posting]

the model took me about half an hour, to uv map and get the textures was by far the hardest. this time i used your drawing as a background image, wich i didn\'t at the ogre maul.

(http://i2.photobucket.com/albums/y17/gnomkiller/1b9a99e0.jpg)

http://i2.photobucket.com/albums/y17/gnomkiller/adca3a0f.bmp


[edit at 1-6-05]
i need a good uv artist. i can do that myself, but im not good enough to get anything uv-mapped in game
Title: concept for new golem face.
Post by: graigsmith on June 02, 2005, 01:10:38 am
i diddn\'t really like the golem\'s pointy head. so i drew this picture of an alternate golem head.

(http://webpages.charter.net/graigsmith/Rock%20skinned%20guy.jpg)
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Post by: dragonfire999 on June 02, 2005, 01:34:24 am
ummm... they arent golems. they are called Krans. get it right ;)
read the players guide before you go off saying Cat girls and Golems
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Post by: rosmerelmer on June 02, 2005, 06:49:15 pm
so, do i need to make a model about this?
i mean, its not really a concept art like drawing
(i got soo much to so, i have loads of tutorials and techniques to use, and school too..)
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Post by: graigsmith on June 02, 2005, 09:24:31 pm
no, i guess i need to draw a side view too. otherwise its kinda hard to make it 3d :)
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Post by: Taurenthefirst on June 03, 2005, 03:37:10 am
Quote
Originally posted by rosmerelmer
wouldn\'t it be cool to have a topic about people who want their drawings to be 3d models, just simple drawings from the front and side. its really handy for people who just want to mess some around with simple models and don\'t have such a huge fantasy, people like me...


are face/head models simple? i know nothing about modeling, but i thought that would be pretty complex... and i thought this thread was for simple models...
ahh whatever my brain hurts (been studying for the SAT (satan\'s astute trumpery)  the past week...
btw, astute=clever, trumpery=garbage, rubbish
aaaaahhhhhhhh vocabulary

*runs away
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Post by: rosmerelmer on June 03, 2005, 04:36:26 pm
its true heads aren\'t simple, but i make progress!
i know its only a couple of days ago but i practise a lot! and i watch and read tutorials, im just overloaded with blender!
but i think my project will be a mech kind of thing, cause fantasy modelling isn\'t everything..
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Post by: Cherppow on June 06, 2005, 11:52:10 am
Hi all

I was traveling for a few hours, so some of these were drawn.

(http://users.tkk.fi/~vrantapu/PlaneShift/VR_Sketch_WoodBox.jpg)
Wooden box with metal reinforcements.

(http://users.tkk.fi/~vrantapu/PlaneShift/VR_Sketch_SawBench.jpg)
A sawing bench.

(http://users.tkk.fi/~vrantapu/PlaneShift/VR_Sketch_ShortSpear.jpg)
A short wooden spear with iron tip.

(http://users.tkk.fi/~vrantapu/PlaneShift/VR_Sketch_SmokePipe.jpg)
A smoking pipe for old sailors or wizards.

(http://users.tkk.fi/~vrantapu/PlaneShift/VR_Sketch_WandArcane.jpg)
A short wooden wand with magical stone ensnared. One requires some intelligence to use it, but in general it can be used to summon magic missiles without any casting skill.

(http://users.tkk.fi/~vrantapu/PlaneShift/VR_Sketch_Potion1.jpg)(http://users.tkk.fi/~vrantapu/PlaneShift/VR_Sketch_Potion2.jpg)
Two glass potions.

(http://users.tkk.fi/~vrantapu/PlaneShift/VR_Sketch_MixedSet.jpg)
At this point I got bored and forgot about front and side views :) They\'re still intended as sketches for 3d models. A drum, some nuts and a bedroll.

Again, sorry if the quality is not too good, my ride was bumpy at parts. ;)
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Post by: rosmerelmer on June 06, 2005, 04:16:16 pm
nice, very nice. its sad that you cant post all things here, like machine modelling..

but, i\'ll try to make the chest, and where did you got those textures, i couldn\'t find any medival-like textures at your site!
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Post by: ArcaneFalcon on June 06, 2005, 04:49:44 pm
Cherppow: On the sawing bench, which view is correct?  They don\'t match up.

rosmerelmer: You don\'t use pre-made medieval-like textures.  If you do it will innevitably end up looking cheesy.  You make custom textures and then use stock photos to add realism.

:emerald:
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Post by: Thenior on June 06, 2005, 10:18:08 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:

(http://upl.silentwhisper.net/uplfolders/upload4/roll.jpg)
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Post by: Taurenthefirst on June 07, 2005, 02:56:10 am
nice bedroll :D

how are the saw bench veiws messed up?

true, the beam connecting the two X\'s isn\'t ligned up exactly, but that\'s not really confusing... just estimate how high up it is supposed to be :]
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Post by: Nilrem on June 07, 2005, 09:55:50 am
The bed roll isn\'t as easy as it seems.
I mean it isn\'t just a cilindric form, in some way it has to look soft and comfortable, two things that are hard to achieve drawing with polys.
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Post by: rosmerelmer on June 07, 2005, 05:15:45 pm
you can use subsurf... or, set smooth!
i heard set smooth works in a game if shading is turned on, and in ps it is!

totall not real, but:
(http://i2.photobucket.com/albums/y17/gnomkiller/487161ff.jpg)

and this, this was supposted to get in game, but as you see on my tag nobody responded.
i was working on it pretty long but i stopped, if you wish you can ask for the file.

made from a friends drawing btw
http://i2.photobucket.com/albums/y17/gnomkiller/7f22bbed.jpg
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Post by: Cherppow on June 07, 2005, 09:38:33 pm
Hi everyone.

To ArcaneFalcon: Good notice. I think the left side looks better. In the right side image the lower legs are just too close to each other, making the bench look too unstable.

To rosmerelmer: Like ArcaneFalcon mentioned, the textures do need custom handwork to make the model look as real as possible. The maul texture was based on several textures (own texture for wood, metal, rust...) from Imageafter, but I retouched it quite a bit. In the end it had about seven layers of different \'effects\' before flattening it to standard image format.

I like the bedroll and the box. :) Both could use some more detail on the texture to make them look less generic though. Try highlighting the sharp convex edges and darkening the concave edges. Thenior already has nice shadows on the bedroll straps edges. The bedrolls side shows that if rolled open, the bedroll is quite thin, maybe it could be made thicker to give it more soft look. The metal reinforcements on the box could use some knobs or rivets to make it look more like medieval handwork.

Thanks and keep up the good work.
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Post by: rosmerelmer on June 08, 2005, 07:52:29 pm
redone the chest.
http://i2.photobucket.com/albums/y17/gnomkiller/chest0001.jpg

complete uv-map
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Post by: Taurenthefirst on June 08, 2005, 09:14:07 pm
the chest is way too dark. not really so much in the first one, but in the second one you can\'t see any detail. it just looks like a black polygon with a silver line near the top.
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Post by: ArcaneFalcon on June 08, 2005, 09:49:17 pm
rosmerelmer: I\'m not too worried about the colors, but it looks likes your uv is being stretched (look at the bolts being stretched into ovals).  Make sure that all your faces on the uv map are as close in proportion to the actual face as possible.

:emerald:
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Post by: Crimsonsky on June 09, 2005, 02:12:17 am
(http://www.geocities.com/kittykatkrist/PlaneShift/others/staff1.jpg) (http://www.geocities.com/kittykatkrist/PlaneShift/others/staff2.jpg)
first staff was one I remember that was like the enchanter icon in MB, and the second
one was Xythe\'s design.  The side views were quicker versions, but you get the idea.
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Post by: Keyaz on June 09, 2005, 06:51:00 am
i could warm up 3dsmax6 again, but i can\'t push anything further then uv mapping :( i dont have, know how to get or use walktest or convert teh files needed.

but anyway, i did this last time :)

Cutter (http://img.photobucket.com/albums/v481/Demarthl/cutterunskinned.jpg)

I might have a go at Crimsonsky\'s staff\'s, if i feel in the creative mood, it\'d be nice to pay her back for her lovely colouring skills
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Post by: explosive on June 09, 2005, 08:08:09 am
I love creating concept art, and thought I would put my skills to the test and take a shot at creating sketches for one of the missing races. I\'m not quite sure how to attach pictures to this post yet, but I will link to a gallery I have started dedicated to all concept art I create for PlaneShift. Here is the link:

http://www.explosivelimes.com/gallery/planeshift

What is in there right now is my first attempt at the male Nolthrirs, which are also below. What do you all think?

(http://www.explosivelimes.com/albums/planeshift/nolthrirs_1.jpg)
(http://www.explosivelimes.com/albums/planeshift/nolthrirs_2.jpg)
(http://www.explosivelimes.com/albums/planeshift/nolthrirs_3.jpg)
(http://www.explosivelimes.com/albums/planeshift/nolthrirs_4.jpg)
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Post by: rosmerelmer on June 10, 2005, 09:46:28 am
i think the body might need to be a little thicker, but the drawings are very good.

if i uv-map the longer sides are as large as the small sides. cant really find a way to have all the proportions right. the textures are way to dark because i used only a small one.
im thinking of just non-uvmapped spheres at the sides instead of this nails.
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Post by: Taurenthefirst on June 10, 2005, 03:46:08 pm
nice looking staffs crimson sky! hope somone models them. :tup:
-explosive- you don\'t show a good side veiw for your model, so that makes it harder to judge thinkness i think...
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Post by: explosive on June 10, 2005, 06:24:39 pm
I will explore this race further tonight and post some other drawings tonight when I get a chance.
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Post by: Taurenthefirst on June 10, 2005, 06:32:49 pm
don\'t get me wron explosive, your pics look really nice. they just look to me like they would be hard to model (although i know nothing about modeling, that\'s just what i would assume, because from the pictures you gave, i would be difficult for me to picture a 3-d figure from them)
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Post by: explosive on June 10, 2005, 07:07:33 pm
I appreciate that, I never took any of your comments as insults. Maybe if I added a little more depth, instead of sticking with line art? I couldn\'t wait until this evening to sketch out some more ideas. Here is may latest approach to the Male Nolthirir. I will also try to add some color and more depths as well, maybe that will help. If not, I could always move on to something else that would be of more benefit. Comment and critiques are always welcome. Now that I look at this, I\'m not too sure I like the long ears. I first drew those in because the Nolthrirs are supposed to have descended from elves. Maybe smaller ears would be more appropriate.

(http://www.explosivelimes.com/albums/planeshift/nolthrirs_5.jpg)
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Post by: Taurenthefirst on June 10, 2005, 08:49:32 pm
i like the long ears, i think they go well with it. nice to see a side veiw for thickness :)
looks good, but i don\'t like the eyes on the new sketches.  they look to round to me, i picture most humanoids to have slightly more squinty eyes than that, and elves even more so than humans. for example, from the website here is a picture of a nolthrir: (zoomed and cropped to show the pixely but still noticeable detail of the eyes.)
(http://img15.echo.cx/img15/6882/nolthrir6cl.png)

don\'t worry, this type of thing is useful, i\'m sure that someone trying to model nolthir\'s will find these sketches useful.
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Post by: explosive on June 10, 2005, 09:03:51 pm
I think you may be right. The reason I went with larger blacker eyes was because my understanding of this race as coming from and underwater type culture. Maybe I have taken things a bit overboard with the eyes though, he does kind of look more like he descended from aliens than elves. Good observation.
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Post by: Crash on June 14, 2005, 02:00:06 am
I decided to take a stab at making one of Crimsonsky\'s staves? staffs? starves? anyways, theres 2 versions 1st which is the original low poly version and the second is the high poly. I hope you enjoy and dont think they are too horrible :).

(http://img252.echo.cx/img252/6735/staff3d9re.jpg) (http://www.imageshack.us)
(http://img187.echo.cx/img187/968/staff3d26xa.jpg) (http://www.imageshack.us)
(http://img187.echo.cx/img187/9233/staff3d39xe.jpg) (http://www.imageshack.us)

High Poly versions:
http://img187.echo.cx/img187/8329/smoothstaff7ck.jpg
http://img187.echo.cx/img187/2420/smoothstaff20xy.jpg

and yes i know the texturing is abysmal
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Post by: Taurenthefirst on June 14, 2005, 03:01:25 am
good job on the staff.
only flaw i see is on one of the high-poly pictures a few of the claw-ish things don\'t look like they are touching the gem in the middle, which in the sketches they are.

anyway, that\'s very minor, and overall a very good job. :tup:
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Post by: wormking on June 14, 2005, 03:46:57 am
Wow very nice staffs. :D

If only I was good at any type of art :(
Title:
Post by: Crash on June 14, 2005, 04:02:33 am
Quote
Originally posted by Taurenthefirst
good job on the staff.
only flaw i see is on one of the high-poly pictures a few of the claw-ish things don\'t look like they are touching the gem in the middle, which in the sketches they are.

anyway, that\'s very minor, and overall a very good job. :tup:


I knew about that but i was too lazy to go back and rescale the gem, i just made the high poly images just for fun and didnt do any extra editing to the model after i smoothed it. Anyways, thanks for the comments :)

Quote
Originally posted by wormking
Wow very nice staffs. :D

If only I was good at any type of art :(


You could be at 3d modeling, ive only been doing this for like a week ;)
Title:
Post by: ArcaneFalcon on June 14, 2005, 06:30:29 am
Crash: Not bad, but the \"low-poly\" version doesn\'t look low-poly enough to be used in-game (which is the only reason you\'d make a low-poly version I\'d assume, unless you only made it to be mesh-smoothed).  I would guess it has in the ballpark of 400 polys (assuming that purple...thing...has way less polys than it looks like it has).  Cut off at least 100 polys and we\'d be talking.  Also, your texture needs some tlc.  Right now it looks like a cloud filter.  Whip out the paint brush, throw on some dodge/burn, overlay some pictures, and see what it comes out like.

Edit:
Explosive:  I like the concept drawings, but you need to fix one major flaw.  They are way too cartoony.  The eyes need to be half that size (and not so round), and the characters need more realistic detail. Check out some of the amazing Dungeon Siege II concept art (http://www.gaspowered.com/ds2/concept.php?goidx=true&image=0&idxnum=2).  Yes, those are proffesional artists, but look at how much detail is there.  You don\'t have enough detail in a concept drawing until you have more detail than can be put into the model.  If you expect someone to create a great looking character from a cartoon concept then you are expecting too much.

...now look what you\'ve done to me.  I have to clean up all this drool from the DS II concepts.  *mumbles under breath*

:emerald:
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Post by: rosmerelmer on June 14, 2005, 09:05:08 am
i mostly agree with arcanefalcon.
i like modeling very much but well, fantasy models get boring after a while. problem is also that fantasy animals and such things are very hard to model, harder than the helicoper wich i\'m doing now.
logo making is fun too, as somebody else already showed :D
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Post by: Nightrogue on June 14, 2005, 12:54:14 pm
Who? Me?  ;)
(http://img278.echo.cx/img278/8976/planeshiftlogo3d4ot.gif)
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Post by: Nightrogue on June 14, 2005, 02:39:54 pm
Heres a couple of pics of my model of CrimsonSky\'s other staff. Nice design by the way Xythe.:tup:

(http://img279.echo.cx/img279/7268/staff17de.jpg)

(http://img279.echo.cx/img279/2347/staff29az.jpg)

And here is a 446 poly version, which is about as low as i can get it without taking liberties on the design.

http://img212.echo.cx/img212/7360/stafflow2hp.jpg
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Post by: Nightrogue on June 14, 2005, 05:26:24 pm
Here are three of Cherpoww\'s drawings.

The spear:
(http://img9.echo.cx/img9/1961/spear6ic.jpg)

The flask:
(http://img217.echo.cx/img217/1277/flask9ni.jpg)

And the wand:
(http://img15.echo.cx/img15/4208/staffb14kc.jpg)

These are all high poly versions. I can make lower poly versions later if required.
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Post by: Crash on June 14, 2005, 05:48:14 pm
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Originally posted by ArcaneFalcon
Crash: Not bad, but the \"low-poly\" version doesn\'t look low-poly enough to be used in-game (which is the only reason you\'d make a low-poly version I\'d assume, unless you only made it to be mesh-smoothed).  I would guess it has in the ballpark of 400 polys (assuming that purple...thing...has way less polys than it looks like it has).  Cut off at least 100 polys and we\'d be talking.  Also, your texture needs some tlc.  Right now it looks like a cloud filter.  Whip out the paint brush, throw on some dodge/burn, overlay some pictures, and see what it comes out like.


the low poly version could indeed have alot less polys, but of course i was too lazy to do so and i wanted it look pretty good since it will never get in game anyways. Your assumption was pretty much correct there is about 400 polys in it, but cutting 100+ would be no problem. Maybe if i get some time ill try out what you suggested for the textures.  

Nightrogue: very nice staff, and i really like that flask. The only thing about the staff is that on the bottom part one of the curls dont match up with the concept and doesnt flow well. btw what filter did you apply to your gems?
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Post by: Nilrem on June 14, 2005, 05:52:32 pm
You already demonstrated with the 3d logo your habilities with 3d software; and you\'re also aware of the points on your art that may need improvement... what can I say?

Keep up that good work NightRogue!

PS: There\'s something attracting in that flask, i like how it looks, and I think crymsonsky will be glad of the \"pole\" design.
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Post by: Nightrogue on June 14, 2005, 06:10:10 pm
I wander what sort of effects that potion has? ;)  How about someone makes me a label texture for it? With the name of the potion and its effects and stuff? The one I have now i just chucked in there as a placeholder.  And to Crash, im not quite sure what you mean by filter. I think 3ds Max uses different terminology. The material i used for the crystal is a simple raytraced phong shader with 35 percent transparency, 15 percent reflectivity and dark blue diffuse and self-illumination maps. It has a white specular level of 236 a glossiness factor of 90. Besides that its pretty much a base raytrace material.

(http://img248.echo.cx/img248/717/crystaltexture0wr.jpg)

Whatever it is you were trying to find out, this should cover it. :))

P.S: Its staves ;)
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Post by: Crimsonsky on June 14, 2005, 06:28:30 pm
Crash, and Nightrouge, nice job on the staffs, including the last one from Cherppow\'s design.  I\'m not an expert in 3D, but it looks good so far.
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Post by: Nightrogue on June 14, 2005, 07:22:49 pm
Here is a somewhat shoddily textured model of Cherppow\'s nuts  (pun intended).

Dont mind the chessboard, its only there because its the closest thing i have on my comp to a tabletop.

(http://img119.echo.cx/img119/7653/walnuts4dj.jpg)
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Post by: Nilrem on June 14, 2005, 08:56:32 pm
mmmm sorry but no.
They need more wrinkles, and they are too spheric right now; should be more oval looklike.
At least that\'s my opinion.
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Post by: Crash on June 14, 2005, 10:15:44 pm
We\'re kinda running out of 2d concept art, so if anyone has some sketches be sure to post them. Also, does anyone here know of any sites that have blueprints or character models. I already have a few sites with cars and planes.  If you do you could PM it to me so the thread doesn\'t go off topic.

Nightrogue: sorry i met shader and thanks for explaining :)
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Post by: Nightrogue on June 15, 2005, 10:03:08 am
How about someone models my drawing of a War Sickle?

(http://img93.echo.cx/img93/9329/warsickledraft5gi.jpg)

Its based on those things egyptian warriors used to wield. I cant remember what they are called. I dont have a side pic but you shouldnt need one. Just use your imagination.:tup:
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Post by: Nightrogue on June 15, 2005, 10:28:30 am
Please avert your eyes from the hideous monstrosity four posts up, and tell me if this is any better.

(http://img297.echo.cx/img297/7544/walnuts6uz.jpg)

Thanks.
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Post by: Nilrem on June 15, 2005, 11:14:45 am
Sure it is, now the only thing i miss is make the wrinkles really noticeable (like an abrubt skin). But the texture look and form are far better than the previous. Let\'s see what others think.
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Post by: rosmerelmer on June 15, 2005, 11:24:15 am
nice, espacially the blue staff from crimsonsky.
nuts are also nice :D
but, you don\'t ues blender right? 3smax. cause i don\'t know how to displacement map in blender..

Quote

Who? Me?

i guess you know the answer :P
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Post by: Nightrogue on June 15, 2005, 01:27:01 pm
Sorry nilrem, those wrinkles are generated by a bump map, not a displacement map, and its already at maximum. The only way i can make them stand out more is by manually editing the model or applying a displacement map, and at these thing\'s poly count believe me, that wont look pretty. :( On that note, to rosmelmer, I noticed you dont have any bump mapping on your models. While you dont have to put that on the low poly models, on the high poly ones it will make them much more realistic. Dont use displacement mapping unless you have an extremely high poly mesh or you want the object to look lumpy and misshapen. There are basically two main ways to make fine detail on a model. Bump mapping or hard work. ;) . Use it liberally. I have some form of bump map on every material in every scene i make except for polished surfaces such as glass, crystal or gold, and often a bump map will look good on those as well. Its a shame that PS doesnt support it. (yet?)

[edit] I just looked around a bit and it turns out that in blender bump mapping is referred to as \"nor\"(/me sneers derisively at the minds behind such a name). Run a search for some tutorials, you should find something. Good luck!
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Post by: Crash on June 16, 2005, 02:20:45 am
Heres a battle axe i made, its pretty basic and complete with bad texturing :). 200 polys

(http://img244.echo.cx/img244/1402/baxe44mg.jpg) (http://www.imageshack.us)
(http://img244.echo.cx/img244/4238/baxe51as.jpg) (http://www.imageshack.us)
 
edit: got rid of gold at top
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Post by: rosmerelmer on June 16, 2005, 09:10:50 am
Quote
I just looked around a bit and it turns out that in blender bump mapping is referred to as \"nor\"


i know, i just didn\'t find tutorials, on the forum they all say its much easier in 3dsmax.
i have seen pictures of displaced surfaces, but im not ready that far that i can just figure it out.

crash: youra xe looks great, but u really need to get rid of that gold. try some diamonds maybe...
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Post by: Nightrogue on June 16, 2005, 01:19:40 pm
Her is a model of a kylie, or  war boomerang. This is a high poly version:

(http://img152.echo.cx/img152/3052/boomerang5nr.jpg)

And this is a low poly version.

(http://img164.echo.cx/img164/6821/boomeranglow11om.jpg)

(http://img295.echo.cx/img295/5589/boomeranglow23iy.jpg)

I saw that some people had boomerangs on the weapon wish list, so i thought i\'d try my hand at it. Now, i realise that this has been said before, but some people still dont get the idea so ill say it again. A boomerang designed for war is a deadly weapon indeed. These things dont return when you throw them, they smash heads and splinter bones. It has around the same damage potential as a throwing axe, possibly more due to the increased kinetic force it delivers upon impact, and whereas a throwing axe has a maximum effective range of around 20-70 feet,  if you have a strong arm a kylie can be thrown 150+ feet, and is much more accurate. It can also be used as a surprisingly good melee weapon, and they have been used as such in the past. Picture a streamlined, razor-edged club.

Also, nice axe crash. If i were you i would make the gold bit at the top the same material as the blade section. Leave the pommel at the bottom though, that looks good in gold.


PS: Come on people! there are plenty of other concept images left to model, dont let me, crash and rosmelmer do all the work!
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Post by: rosmerelmer on June 16, 2005, 07:10:13 pm
Quote
PS: Come on people! there are plenty of other concept images left to model, dont let me, crash and rosmelmer do all the work!

He\'s right! :D
but i don\'t think many people are doing things with 3D, and i\'m posting also stuff at the blender forums. it\'s so busy there that after 1 day your tread is already 2 pages down, at least you have a lot of crits there, you can also post thing made with othe programs.
a lot of helpfun tips too

[edit] i tried to make cherppows bottle with a glass reflection, but my comp couldn\'t handle it so now its lost, and i\'m not gonna make it again. i tried the displacement mapping, but it just didn\'t work! in the materials tab turned on every nor there was, previews showed me displacement, but in the render there was just a smooth surface.......
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Post by: Nightrogue on June 17, 2005, 06:02:33 am
I have never used blender, but i hate it already  X(
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Post by: rosmerelmer on June 17, 2005, 09:22:35 am
it is actually a nice program, apart from that...
i saw a few things on the forum with really cool images.
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Post by: Cherppow on June 17, 2005, 03:22:05 pm
Hi everyone.

Nice work, I especially like the staves and the battle axe. Blade of the axe could use some lightening on the edges to make it look more metallic and maybe a bit worn. My main concern about the staves would be the polygon count. With smoothing on, staves look pretty good with low polygon counts too. I\'d say 5 to 8 ring vertices, depending on the thickness of the staff. With 10 you could already do a pillar. Also check what part of the model takes most polygons, and decide whether it really needs that much detail. Remember that some details can be added with the texture (small bumps, chips, carvings...).

Hmm, I\'ve not done much high polygon experimentation, but here\'s what I got with Blender & displacement mapping:
(http://users.tkk.fi/~vrantapu/PlaneShift/BlenderHelp/Blender_disp_map01.jpg)
(left side objects use only normal mapping, while right side shows the same objects with both normal and displacement mapping.)

(http://users.tkk.fi/~vrantapu/PlaneShift/BlenderHelp/Blender_disp_map02.jpg)
To use the displacement, click the \'Disp\' button in \'Map To\'- tab (Note that this button has three options: off, on, and inverse [yellow]).

As Nightrogue mentioned, the displacement mapping needs great deal of polygons to look good and you can\'t use it in PlaneShift in-game models. Might be good for other renderings though.

*edit*
To rosmerelmer: Aye, the green blob is uv-sphere with originally 32 rings&segments. I did one subdivide to it and rendered with level 1 subdivision surface and smoothing on. Note that I didn\'t use raytracing here. Also note that the displacement is not shown in the editor 3d window, but only in the final rendering.
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Post by: Nightrogue on June 17, 2005, 03:59:17 pm
Seeing as noone seemed to want to model my war sickle, i did it myself. Tell me what you think.

(http://img96.echo.cx/img96/3517/warsickle1an.jpg)
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Post by: Cha0s on June 17, 2005, 06:35:18 pm
Very nice. The metal\'s a bit... bubbly? at the top. It\'s looking good other than that. :tup:
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Post by: Nightrogue on June 17, 2005, 06:40:52 pm
Its actually just a bit worn, but from this angle i can see what you mean. When its moving it looks a lot better, and as PS doesnt support bump mapping if it is ever utilized it will be perfectly smooth anyway.
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Post by: Taurenthefirst on June 17, 2005, 11:42:41 pm
looks good. i don\'t see any bubbley-ness though.
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Post by: rosmerelmer on June 18, 2005, 11:13:12 am
Quote
As Nightrogue mentioned, the displacement mapping needs great deal of polygons to look good and you can\'t use it in PlaneShift in-game models. Might be good for other renderings though.

thats an uv-sphere right? how many rings and subdivisions?

nightrogue: looks great! but maybe the sharp edge of the blade doesn\'t look so sharp anymore, cant u give it a slightly lighter edge, so it seems just like it\'s sharpened.
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Post by: Gentar on June 19, 2005, 05:11:48 pm
think you definitely need a custom texture like the one made for the ogre maul by cherpow. you\'ll notice that there is nothing in planeshift that doesnt have a texture like this. You were talking about how the worn look will be taken away if the weapon is utilized. that is why you add a worn look through the texture. it definitely makes the final product look more professional.

however, you did an excellent job with the model! looks great