Someone pointed out to me that the laanx wheel of wishes was back online.
To get an accurate poly count for models intended to be used in games in 3ds Max, for example, you must convert the model to an editable mesh before using the polygon counter. This is because the game engine will view the model in the same way, ie. with triangular faces.
You will need to export and show a colored UV map (example here) so that we see the texture is laid out correctly. Textures themselves for these simple models shouldn’t exceed 128x128. Export your textures as a .PNG, but always keep your original working files – whether they are Photoshop’s .PSD or something else. We don’t use bump or spec or normal mapping (yet!) so all we need is the base texture alone. The texture .PNG will need to be presented with the UV.
If you have the model and the texture, creating the icon is a piece of cake. Render your object, perhaps with some lights in the scene if the default light is not enough, then take the image into a graphic editor and to some work. If your 3D application is able to let you see an alpha channel from the render, that’s perfect. Save them both, isolate your object in GIMP or Photoshop using that alpha (get rid of the render background), then apply a soft black outer glow and you are done. The icons need to be 64x64 pixels, so make sure that glow doesn’t get cut off at the edges.
Since you’re not going to upload the models themselves for us to see, you’ll have to let screenshots do the job. Have a couple of orthographic views (top, left, front, etc.) and then one or two in a perspective. These need to show the textured object. In addition, you will need to show a screenshot of the wireframe. If working with 3ds max, you can find one tutorial on presentation-worthy wireframe rendering here, and another here. I use the second method for my own work, but the choice is yours among many. Use what works best for you, as long as it looks good. Keep the screenshots fairly small, no need to go above 500x500 pixels to show a single view.
Submissions must include 1) the total triangle count of the object, 2) UV map+texture, 3) ready inventory icon, 4) several screenshots of the item itself, in various views, with at least a couple of them showing the wireframe. You can’t submit an inventory icon separately, or a model separately – it doesn’t make much sense to have these broken up and consistency between the objects is likely to break if people work on them separately.
I didn't like the horizontal lines too. Made it look modern.
Polishing cloth -- assuming that you mean a cloth which is used to polish some items, not a cloth that is polished itself...
(http://www.ligh.de/pics/PSCB/PolishingCloth_icon.png) (http://www.ligh.de/pics/PSCB/PolishingCloth.png) <= clickable
P.S.: You can also order different base colors and artworks. ;)
As you can see, many of these items come from quests. So to really do them justice, you will probably have to be familiar with the NPCs and stories involved. I should hear no artists at all saying that they never do quests or don’t bother, etc., etc. Wink If you plan on contributing to PS, you should be familiar with all it has to offer.
@ Nikodemus:
P.S.: (http://www.ligh.de/pics/PSCB/PolishingCloth-Y_icon.png) (http://www.ligh.de/pics/PSCB/PolishingCloth-Y.png) <= now with the "Y".
P.S : i didn't find how to do the overlapping thingy, if you could tell me how to do it, or give me a link for a guide, it would be cool
Do you say that what we did so far is wrong? Like we are disappointing you dear devs?
I don't know maybe it is better to ask about details, in a place where only limited amount of people may know something what is the IC classified thing?
What i had problems with is arther how the item exactly looks like. Maybe these informations are hidden well within the quests, but can't we know these simple things like paper color, its age and so on and so on ?
Two tails?! ... Never heard of. Was that also included in a description of a reward for a quest I don't know?
Are they used to bind them under the chin?
Someone help me!read your PM x)
Bastiq: I wouldn't even hope this will go in game, sorry ;P you have a lot to learn, like smoothing, real texture making, and more efficient use of faces (faces are triangle to take advantage of it, not to turn them into quads, just because it is simpler ;))
The GIMP 2.3 seems not to provide this feature, so we have to use the "Quick mask" after inverting the selection, and growing it by ~10 pixels. (Menu: Selection - Enable/disable Quick Mask -- or the button in the bottom left corner of the image window.)
(http://www.ligh.de/pics/PSCB/howtoicon005.jpg)
In the "Layers, Channels, Paths..." toolbar, switch to the "Layers" tab, and select the Quick Mask. Then apply a Gaussian blur with a radius of 2 times the selection growth amount.
(http://www.ligh.de/pics/PSCB/howtoicon006.jpg)
Then we can disable the Quick Mask.
Saria Dunwallow’s Word -- Did you mean "sword"?
Yliakum Common for Gobbles -- What is it, like a contract? Too many related but different translations...
Purple Goujah Fur -- What is special about it? Are Goujahs bigger than Tefusangs? Or much slimmer? Or have long hair?
It's mentioned in the character creation, but no where else. What is a goujah?
Goujah is a sort of pack animal, used as beasts of burden, to pull carts and winch wheels, among other things. Goujahs can be sheared for fur but are never killed for meat, for utilitarian reasons. Soon enough you will know more.
That's something like a dictionary or schoolbook to learn the common Yliakum language.
And I have to add a question: Is it verbosely a "book", made of paper? That would be not very useful in the wet sewers. It should be washable. So if allowed, I'd like to think about different materials.Hehe, i don't know if this make the book waterproof, but there is some "Magic" on this book, so why not. :)
Great ... It would have been helpful to know all that before I start modelling...
As you can see, many of these items come from quests. So to really do them justice, you will probably have to be familiar with the NPCs and stories involved.
Hey, Wired_Crawler - did we awake you? :D
Feel free to use this as a fun means of competing with one another. And have fun in general :D
I read:Feel free to use this as a fun means of competing with one another. And have fun in general :D
I can't miss next competition ;)
And I want to give you all a reason to improve your skills ;).
Uhm, well ... Posting again after more than a day is not "double posting" anymore! :P
Edited to immortalize:/me attempts to eat it... but finds out he alredy did ;P
(http://img362.imageshack.us/img362/7518/nikorw6.jpg)
Nice number, Nikodemus.
| All i can get with these proporties: (http://psgrafika.republika.pl/transp-csprop.png) | is this: (http://psgrafika.republika.pl/transp-cs.png) |
So duplicate the mesh and flip its normals?
BTW: question for Karyuu: will those object be of type sprite3d or genmesh ? Or maybe something else is planned ?
I'm not sure, what is Your problem with transparency. Options in b2cs gui don't affect the way a model is displayed in Blender.I wasn't trying to have effect on blender render by setting blend2cs properties xD what made you think so? x)
For this to work you need to go to "uv face select" mode and push button "alpha" on "texture face" tab, do it for each face wich has texture with transparency information.Yeah, there are glitches and it has no effect on render, so if in my workspace i see transparency, render wont have it. Thanx for telling how to see it in the workspace though :)
Still, in Blender's 3D workspace transparency glitches always appear (at least for me). Renders should look OK though. Also try to play with button "ZTransp" in material settings.
Setting priority and zmode for items will not help at all, because those settings in CS affect objects, and you are supposed to produce factories (libraries), which then will be used to create objects placed in the world by game engine, and this is the game engine, which will decide what will be priority, mixmode, zmode etc... However, by preparing material in proper way you can get good results - find in b2cs gui (material menu, section: texture) option "binary" and set it to true (I think it was called texture_binary in older versions of b2cs). This usually gives best results with transparency in CS (although it does not help with translucent textures).By setting zmode, it see the partial transparency (you call it translucent) It's a shame it doesnt work well with complicated meshes (it would work alright for 2d plane of window i gues (dirty, so worse transparent at edges and better in the middle))
Edit:I'm not that stupid ;) I actually put big efford to the efficiency and wouldnt miss something so big ;)
Note about using "twoside" option: remeber, that model after export will have 2x more triangles than shown in Blender.
Nikodemus: Very nice presentation :)No typo. Such a texture is same as 256x512 or 512x256 and this is allowed ;) In the end what really matters is solely the file size, but yeah dimensions is some indicator.
*edit*
Although... 1024x128 texture? I hope there's a typo in there somewhere..! You might also want to add a soft black outer glow to the icon.
http://lww.demon-host.com/index.php
still w8-ing for some statistics about the meshes in-game and textures used and stuff..
i was hoping for something else. i read that, that's for beginers, not for those trying to get in the PlaneShift developing team. i need something more specific regarding buildings and game characters. i think i'll send an email :-\