PlaneShift
Fan Area => Fan Art => Topic started by: Dunadurium on January 03, 2006, 04:44:03 am
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In this thread i will be posting some models and works in progress, along with some older works that i may sometimes find and post if i have nothing new at the time.
I first just posted a model of some concept art that i modeled but have since posted some other stuff and dicided to write a better intro as i will be continueing this thread for a little while.
So yeah this is the first model i posted, i did it based off of one of Gentars concepts. It was very fun modeling it:
At this stage it has a pretty high polly count but i will make a much lower polly version soon(150-200).
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmwireframeref.jpg
(http://i27.photobucket.com/albums/c155/Dunadurium/highqualityromanhelm1.jpg)
The texture job on this was real fast so its not that great right now, maybe ill actually do an unwrap and do a proper texture, but thats not generally what i enjoy so if anyone wants to make a better texture (maybe for the lower polly version) be my guest.
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmcleantex3.jpg
This has a cleaner metal texture which gives it a completely different look, i think the other gives it more of an old, ancient look like it was found in the bottom of a dungeon, while this is more of what someone would actually wear :D
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelm3wireframe.jpg
So yeah ill try get that low polly version up soon. Any ideas on changes or suggestions are welcome.
BTW- ive been following planeshift for over 3 years, basically from the start so no im not a first poster i just checked into the forums for the first time in a loong time and had to reregister and so then i saw this concept art and thought i had to give something a quick model ;)
*EDIT: the original concept art, and reference for the model, that Gentar created was this: (http://www.geocities.com/lothgarv/hosted/armor.jpg)
**i converted alot of the shots to url\'s because the page was getting pretty crowded.
-Dunadurium
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Excellent work :D 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.
(If you don\'t mind, could you edit the post you made in Gentar\'s thread, to contain just a link in this direction? So people comment on your work in this thread, and on Gentar\'s work within his own.)
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Originally posted by Karyuu
(If you don\'t mind, could you edit the post you made in Gentar\'s thread, to contain just a link in this direction? So people comment on your work in this thread, and on Gentar\'s work within his own.)
Sure NP,
And yes im working on the low polly version as we speak ;)
-Dunadurium
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Ok so here i got the lower polly version down to 185 polygons, it could probably go another 40 or 50 lower but it would lower detail quite a bit so i didnt want to do that until i was sure it needed to go lower. So anyone know if that is acceptable for the engine to handle an object of this type?
here it is:
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmLOWwireframes.jpg
The main thing i did was alpha map a texture onto a plane and just get rid of the panel on top all together. That alone took care of almost 150 polys. Then i took out the trim around the edges(ill paint it in later), after this i went on a welding rampage on the inside of the helm and reduced pollys by quite a bit there. the rest was all the little things here and there that could be reduced.
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmLOWpolly4.jpg
the texture is just the old one minus the gold trim so its really bad right now.
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmLOWpollynew2.jpg
So yeah ill work on a texture and it should get a lot better. That will be tomorrow though. :)
-Dunadurium
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Your abilities are great, without any doubt.
Although you say that the texturing of this latter model is worse than the first (and it\'s true it is) I don\'t think there should be really a big noticeable difference once in game, and obviously the low polygon version would look as fine as the high one, imo.
EDIT: In the second image of this last post, it seems to me that the open place, where the eyes of the soldier should go, have lost simetry, is this a weird effect or shadow? seems that in the first one the simetry is fine /EDIT
Still, if I\'m allowed to say it, well, now I realize I can\'t really say it since I don\'t know the word, but the point is that this helmet is more for \"special dates\" and not for battles, that perhaps should go to the original designer, Gentar, since your 3d adaptation is very strict and detailed, so Gentar and everyone... let\'s just make a little exercise altoguether, let\'s imagine a line of infantry, the first one, all with that helmet on his head... we\'re all imagining the rest of the army at their rear, right? Ok... Let\'s all thing in a windy day (or some funny azure way mage) mmm I think you start to see my point... yeah, either the helmet is really fine subjected to it\'s owner\'s head (causing that, by that wind force, and the \"sail\" they\'ve got at top, their neck breaks) or the helmet flyes away, and with that spicky crystal it has, we\'ve flying crystal daggers over own troops.
Friendly fire. Just lovely. Equally mortal.
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Looks great
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Originally posted by Nilrem
Your abilities are great, without any doubt.
Although you say that the texturing of this latter model is worse than the first (and it\'s true it is) I don\'t think there should be really a big noticeable difference once in game, and obviously the low polygon version would look as fine as the high one, imo.
EDIT: In the second image of this last post, it seems to me that the open place, where the eyes of the soldier should go, have lost simetry, is this a weird effect or shadow? seems that in the first one the simetry is fine /EDIT
Yes my intent was to keep the original look and quality as much as possible. The way i model some objects is make a high polly version first and then you get an idea of what looks good and what can be removed, that way the low polly version ends up looking as good as possible.
*And yeah in that last pic, i had accidentally moved a vertex before i rendered. (lol dont know how i didnt notice that though) so thx :)
About the sails, i imagined them to be a lot less rigid lol. first i considered making a sort or feathery texture, but i thought it might end up looking like a native american style which it is not ;)
Anyway, i\'ll start working on a texture for the helm soon and correct the \"sail\" texture so its not warped.
-Dunadurium
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Dude, this stuff is awesome. You should attempt to model Gentar\'s personal armor, that would be so awesome. I\'m sure he\'d appreciate it a lot.
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OMG!!!!!!!!!!!! Its my helmet!!!!!! Thank you!!!!!!!!!!!!!!!
Thats awsome. I think you should definitely go for the hand drawn texture if you want, pm me and ill give you my email so I can texture it for you. If the model can be imported into blender that would be nice to have also.
You dont have to change this if you dont want obviously, but the intention was for the are you have colored to be another layer of bronze colored metal on top of the silver helmet, but your way is alright too. The object in the center was simply a longer feather and the metal part leading up to it was part of the wount thingy.
Also Ill post a link under my picture to your thread.
Thanks again!
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Ok, sorry for the delay, ive finally got the texture up. Its not the best right now but it was a quick one. I just wanted it to get done. So yeah this was all done by mouse, hence the ugly lines.
http://i27.photobucket.com/albums/c155/Dunadurium/crappytexturefullhelm3.jpg
thanks Gentar for clearing up the little details, i did intend to change the texture anyway, thaat other one was just a place holder (just to have something there ;))
Ill pm you the unwrap bitmap so you can make an actual nice texture ;P besides, you\'ll be able to paint it how you first imagined :)
http://i27.photobucket.com/albums/c155/Dunadurium/crappytexturefullhelm.jpg
EDIT: just did a few last touches:
http://i27.photobucket.com/albums/c155/Dunadurium/crappytexturefullhelm4.jpg
and the back view in default light (yeah i know the seams are really bad but i didnt have the patience to do them up properly :P)
http://i27.photobucket.com/albums/c155/Dunadurium/crappytexturefullhelmback.jpg
So yeah, ill start working some other models now, maybe put up a few older ones ive made :)
-Dunadurium
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Thats awsome! You have it, great job
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alright i made this pipe in a few minutes but i thought id just post it cus i really like the idea of having ipes in a fantasy setting. It gives a certain character to any dwarf ;P and makes for good RPing in taverns etc.
(http://i27.photobucket.com/albums/c155/Dunadurium/pipewireframe1.jpg)
i just photo sourced for the texture, but i think it turned out pretty good for the low polygons.
(http://i27.photobucket.com/albums/c155/Dunadurium/pipetextured.jpg)
(http://i27.photobucket.com/albums/c155/Dunadurium/pipeviews.jpg)
so do you think pipes would be apropriate in planeshift. I know people may say that it advocated smoking or tobaco use, but i really think its fine in a fantasy setting, just look at LOTR and its vast lore on pipes and pipe weed for example ;)
-Dunadurium
[ Edited to fix "PlaneShift" :> --Karyuu ]
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Pipes are neat. Love the model.
I think that pipes are perfectly viable in any fantasy setting as their use is as timeless as... well... actually... the 1500\'s BUT I believe that should a society have access to tobacco, it\'s highly unlikely that they\'d know what the US Surgeon General would say so I say PUFF ON!
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pipe would be a cool addition to the charcutres personalty i think how about some glass pipes you could put some really cool colors in those
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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
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Found in the Guide to Contribution thread stickied in the Fan Art forum:
KEEP THE POLY COUNT LOW. Simple objects should have no more than 200 triangle faces (make sure you are counting triangle faces and not square/quad faces), simple creatures or more complex objects should be around 400-800 polys, and characters should have 1k-2k polys (2k in some extreme cases, aim for 1k).
512 polys for a single helmet is rather much ;)
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Karyuu, he made a low poly model. There are hyperlinks to it further down. Also Im redrawing that picture in pen and ink, trying to follow your example.
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Oh, I know :) I was just replying to Thenior\'s comment.
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the game project I am currently working on, 4000 polygons for a single character is perfectly acceptable, that is why it seemed odd.
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Originally posted by Thenior
the game project I am currently working on, 4000 polygons for a single character is perfectly acceptable, that is why it seemed odd.
Thenior, are you working on an MMO? is it a commercial project? (that would explain it) because 4k is quite a lot. It would be awesome to have that many polys to work with for a game- just so much detail! :D What do you do on the project btw(if i may ask), are you an artist?
Anyways, i started working on a new model just a few days ago, it will take a lot longer than usual to complete though because i will be quite busy. i want to fully complete it though, including model, texturing, rigging and even some animations. But first here is an older low poly model and rig i did of a bear.
(http://i27.photobucket.com/albums/c155/Dunadurium/bearrigscreencap.jpg)
at first i thought about finishing the rig and texturing
this guy but i decided to just start another model as my skills have progressed since i created this. The rig in its current state is fairly functional it just needs to be perfected.
(http://i27.photobucket.com/albums/c155/Dunadurium/bearrigrender.jpg)
If someone wants to try and texture him though then go for it (i imagined a sort of diseased \"theme\" similar to the giant rats in PS, just in bear form of course ;P ), just tell me and ill do an unwrap so you can start painting :)
Well this is what i just started, i am calling him a \"hill dweller\" for now lol. so any suggestions for a better name for this type of creature? right now he sorta looks like a cross between an orc or ogre or something, but if i can get the body like what i envision then he should look like neither :P
(http://i27.photobucket.com/albums/c155/Dunadurium/hill-dwellerheadstart.jpg) Currently he\'s got around 180 poly\'s but as before, the count should drop after tweaking and further working with it. Altogether, with his body and head, my aim is under 500p.
Any suggestions welcome as always.
~Dunadurium
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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
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Looks great as usual Dunadurium!
The only suggestion I have is that your bear appears to be front-heavy. It seems to me like he would fall forward a lot, given the length of its neck.
Other than that, impeccable as always.
I\'m going to start thinking of a skin for that bear. The description you gave me makes me think of demented apes from the movie Congo (aweful movie in my opinion... but there were some demented creatures that we could borrow from).
Excellent.
~~toad
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Good work, I like the textured ones most, but the bear and hill dweller look good too. There is some texture distortion, but nothing too serious. I\'ll surely want to see how the hill dweller proceeds. :)
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I say forget the rules, and if he finishes those two models and someone textures them, they should put them in game. Its been about a year now since weve seen a new monster/character excluding pets.
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My vote goes with Gentar\'s idea...
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Hey Dunadurium.
So .. still being on vacation (until tomorrow) I can\'t actually paint a texture for your bear - but it got me thinking. If you want to do an unwrap on him I may start it tomorrow....
but here\'s the idea. Sickly bear...
(http://www.robgfx.com/img/sickbear.jpg)
Unfortunately some of my ideas involve further model work. Like .. longer patches of hair that dangle in midsections, those would need to be alpha mapped onto a flap poly... so we\'d have to add couple more polygons. Anyway - the idea here is longer hair as you get closer to the feet, perhaps a miscolored section along its back, and definitely patches of fur missing - where burned skin is apparent.
~~toad
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First of all thanks for all the comments I appreciate the input. Yes Toad the bear is a bit front heavy but the neck was even longer then that before lol, it just starts looking wimpier the shorter the neck gets for some reason, I figured this length was acceptable, although I agree that a lot of weight would be on the front legs (but that?s why they are so thick ;P ) and yeah, like i told you in that PM, that concept for the texture looks awesome and ill send you the model when your done with your ship(or before if you want) :)
Thenior, thank you for all the advice, I checked out some normal mapping tuts and I think I will learn it after this hill dweller project is done. And yeah I know that helm texture really sucked, in trying to make It better one night I actually got pretty annoyed by its crappyness and just deleted it lol. I came to the conclusion that it was partly to do with the general design and ill just start another one with finer, more delicate design on top. As for all the shader effects, I believe planeshift doesn?t support any of them, which is a shame I agree. HDR lighting would contribute to making some pretty nice effects indeed!
Anyways ive basically got the general model for this guy down but he is already at the polly limit I set for myself so I may just raise it up to 600 :P . and I will just be focusing on him until he is completely done and I have him the way I wanted. That being said he did kinda start going in a more humanoid direction than I really wanted but I think this way using some armors and a bit more advanced weapons will fit better which should be pretty nice- ill make some item sets for him with different kind of weapons and objects that could be used around where they live.
(http://i27.photobucket.com/albums/c155/Dunadurium/Hill-Dwellerbody.jpg)
so I want to add 2 shoulder plates and some chain connecting them and then start the texture.
btw these are thumbs so click on them for bigger views:
(http://i27.photobucket.com/albums/c155/Dunadurium/Hill-Dwellerrender1thumb.jpg) (http://i27.photobucket.com/albums/c155/Dunadurium/Hill-Dwellerrender1.jpg)
here is a very quick little scene that I did just to get a feel for the type of texture to use and what type on feet or footwear to model (as you can see the feet aren?t done) but it shows what I am thinking for a texture: pants for the legs with those knee plates and chest is mostly bare, although I will add those shoulder plates like I mentioned.
(http://i27.photobucket.com/albums/c155/Dunadurium/Hill-Dwellerrender2thumb.jpg) (http://i27.photobucket.com/albums/c155/Dunadurium/Hill-Dwellerrender2.jpg) (and yeah that blue figure is just to get an idea of size compared to the average human)
Comments, ideas ? post em ;)
BTW I will be on holiday for about a week so don?t expect any updates for about that time. :(
~Dunadurium
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Wow, this stuff is incredible!
Excuse my ignorance, but how hard (or easy) is it to put this kind of stuff into planefshift (once that basics like this have been modeled).
Could it happen soon, or does animation work and stuff have to be done. And can planeshift handle the polygon counts for these things?
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Any model, for use in PlaneShift, needs to be rigged (with a skeleton), animated, and textured :) The triangle face count needs to be between 1000-2000, for characters/monsters. Though anyone who wishes to contribute should really apply to the team - models posted on the forums are not going to be used.
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Wow, I\'m really diggin\' the stuff. Please post more content, I\'m speechless. In my opinion, working under a polycount really brings out the best of the best and creates an enviorment where creativity flourishes. You\'re models are brilliant in their simplicity, I\'m looking foward to more :3
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Well I\'d like you to post more content too, but I\'d rather have your stuff in game, so dont post anything that you might want to see in planeshift. I think the rule is ridiculous personally, but I have no significance in anything. From what I\'ve heard, you can still get stuff thats been on the forums in game but its just harder. I think Planeshift could really use your help as well as that nice hill dweller model that you made.