PlaneShift
Fan Area => Fan Art => Topic started by: Arerano on April 05, 2008, 06:00:53 pm
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I don't know if this is the right place for showing what I've done since those things aren't necessarily PS-related, yet the target (of my "trying aroung") is CS, the underlying engine PS uses.
Some books which share a single 512x512 texture. I know, the texture is far from being perfect. Those books are meant to have high detail, thus they have an enormous count of 84 triangles each, however I should be able to remove 20 more without a visible quality loss. I'm not yet contented with the texture tho. When I have some more books, I'm going to build a filled bookshelf - for that, of course I will use many "stripped down books" for places which can't be seen very well anyeay (like the topmost and bottom row of books)
It's a blender render here, but they look quite the same in CS walktest.
(http://img203.imageshack.us/img203/6010/den13.th.jpg) (http://img203.imageshack.us/img203/6010/den13.jpg)
This is some alpha-mapped terrain made in blender, exported with blender2crystal (svn trunk, since the support has been added very recently)
I'm not really contented with the skybox.. this seems to be a really hard thing to do if you want to use some photo as a base.
The shot is taken from Crystalspace walktest:
(http://img263.imageshack.us/img263/7574/terrtest6.th.jpg) (http://img263.imageshack.us/img263/7574/terrtest6.jpg)
This is a Crystalspace walktest screenshot of a hammock which uses transparency in the texture. (the background is a not yet finished wooden cottage, and in the foreground a wooden chair can be seen)
(http://img442.imageshack.us/img442/8584/hammockchaircs.th.jpg) (http://img442.imageshack.us/img442/8584/hammockchaircs.jpg)
This shows the last frame of my "How to make Alpha Mapped Terrains in Blender for Crystalspace" flash-video tutorial. It will soon be available on the blender2crystalspace wiki.
If you just can't wait to see the first version of this tutorial (It's my very first video tutorial) I can provide a download link.
(http://img340.imageshack.us/img340/6075/lastframe.th.jpg) (http://img340.imageshack.us/img340/6075/lastframe.jpg)
Edit: fixed the "img"-tags. Reuploaded images, updated URLs
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I don't know if this is the right place for showing what I've done since those things aren't necessarily PS-related, yet the target (of my "trying aroung") is CS, the underlying engine PS uses.
here's fine. :)
looks like you got a real knack for it. keep up the good work.
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Hey, why wont you join a city cpontest team for the 3d phase? For instance Adraax team (http://hydlaa.com/smf/index.php?topic=31386.msg360778#msg360778)
I had very big problems to master the arts of creating landscapes in CS and i know we gonna need it ;>
You have quite a good skills.
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Well, for those who can't wait till the tutorial is available on the blender2crystal wiki, here's the download link for it:
http://www.file-upload.net/download-764036/alphaMappedTerrain-tutorial-colpalette-Arerano.rar.html
It's a "flash tutorial", I've heard that there's a linux player which can play it but doesn't play it that well (too fast and you won't see the text-bubbles)
However it should work to simply open the html file in your browser (firefox for example, or internet explorer on windows)
Update: The flash video tutorial is now directly accessible here: http://leapingcat.org/blender2crystal/vtut/alphaMappedTerrainPalette.htm
however, it's not yet integrated into the wiki but it might be way more comfortable to access it directly.
Here's the sample .blend file (which is made during the tutorial)
http://www.file-upload.net/download-764773/AlphaMappedTerrain-tutorial01-Packed.blend.html
Now also available here: http://leapingcat.org/blender2crystal/vtut/AlphaMappedTerrain-tutorial01-Packed.blend
Don't forget that you will need blender2crystal SVN trunk for this type of terrain to work!
[update: direct link for tutorial. Updated the link again.]
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Hey thats pretty good.Makes me wonder about how long you have been at it ?
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Not really long.. I mean, time is relative. Years ago I played around with 3D Studio Max, but that was really only "playing around", nothing to show. The "real start", with blender, happened about two months ago. Of course with the "Blender Noob to Pro" guide.
The things I made are rather simple, even the "terrain map" if you know how - basically modified boxes or grids. I also often notice that lack of "know how" when creating something new, then I feel like doing the most complicated steps to accomplish the simplest thing :P, but I'm sure that this comes with experience over time.
The books took some hours, most of the time spent for preparing the texture and later for the UV-mapping.
The hammock is nothing more but a plane with moved vertices and a hand-drawn "threads" texture with transparent background. Probably some few hours.
The terrain with skybox, some days, most of the time spent for collecting and preparing textures (this was actually more trying around and see what I can get), but it's not finished.. I just can't get a nice skybox working.. it's easy to show the "nice part" of the skybox in a screenshot but moving reveals all its flaws ;)
For the tutorial terrain I had the textures prepared already. So, without skybox or any objects - a freeform-terrain (without a plan to follow) probably less than an hour. Well, at least for that I got some kind of "good workflow".
@Nikodemus: I pondered about helping one of the teams indeed, but at the moment I've quite some stress here and there, thus prefer to not load another duty onto my shoulders. And being in such a team, you better take it serious like a job to get things done. I'd probably only delay ;)
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@Nikodemus: I pondered about helping one of the teams indeed, but at the moment I've quite some stress here and there, thus prefer to not load another duty onto my shoulders. And being in such a team, you better take it serious like a job to get things done. I'd probably only delay ;)
It would be more like:
"So you have barely any time at all... Ok, make that crate box and report when you are done ;P Or, we need a well with 1m radius, a cart"
The phase will take 4 months, so if you dont have time now, maybe you have it in 2 months. The thing is that i dont know f you have to decide within a week or so, before the phase start or at the very begining.
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Arerano,
Your work is great!!. I love the details on the books.
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It would be awesome to have a hammock like that to
lag errr.. I mean drag around in the wilds of Yliakum. Love the colors. The books are pretty neat too. I like the detail on the covers. Hope you post more of your work.
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A new item is born!
The rusty key.
When making this key I kept following things in mind: If it is used in a game, the item will be rather small. (smaller than a book)
Thus I kept the texture and the poligons at a very low level.
render = 256x256 (but doesn't look that bad with 128x128 either), 168 polygons triangles (however I could remove ~ 22 without any visible difference)
(http://img292.imageshack.us/img292/3366/rustykeynx3.th.jpg) (http://img292.imageshack.us/img292/3366/rustykeynx3.jpg)
(sorry for the bad shadows in the render)
[edit: meant triangles instead of polygons]
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You need to count triangles, not polygons (which include quads and other)
along guidelines texure should be 128x128 max.
and in my opinion, because people will look at he key rom such a distance, that 99,9% of the time they won't see it bigger than on the imageshack thumb, and if you used 70 triangles you woul reach the same objective.
But yeah, it is nice looking key.
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Oh, sorry for being unclear. I counted indeed the triangles just called them wrongly "polygons".
And yes, when people won't see it larger than the thumb, I could probably remove some more.
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I like your key. I wish I had skills like that. It looks very realistic.
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Wow Arerano you keep getting better and better :) Keep it up :thumbup:
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Remade of the Key
From left to right:
106 Triangles, 128x128 Texture; 122 Triangles, 128x128 Texture; (and as reference the previous key with 168 Triangles, 256x256 texture)
Comments and suggestions are welcome. It's hard to get the triangles count lower without having it look crappy.
(http://img111.imageshack.us/img111/2268/keyrender2gj5.th.jpg) (http://img111.imageshack.us/img111/2268/keyrender2gj5.jpg)
And my newest model, a fishing spear: 64 Triangles, 256x256 Texture. (I think the monotone background makes it look bad.. or is it something else? any suggestions?)
(http://img297.imageshack.us/img297/4936/fishingspearres2xs8.th.jpg) (http://img297.imageshack.us/img297/4936/fishingspearres2xs8.jpg)
A (hopefully) improved version (proportion-wise) of the key in the middle: 122 Triangles, 128x128 Texture
(http://img135.imageshack.us/img135/8876/keyrender4nq6.th.jpg) (http://img135.imageshack.us/img135/8876/keyrender4nq6.jpg)
And my newest newesst creation: A cane (walking stick) Those are things which grow on trees.. and should require little effort to obtain. Walk through the woods and you'll find one. simply cut off the boughs and there you go. Perfectly for elder people or longer journeys.. or those who have some pain in their legs or maybe have another reason which makes life - for them - easier if they have one. ;)
Edit: uses the same texture as the fishing spear, 256x256 and has a low count of 40 triangles.
(http://img366.imageshack.us/img366/1923/canerender2pf4.th.jpg) (http://img366.imageshack.us/img366/1923/canerender2pf4.jpg)
And:
Thanks to ImageShack for Free Image Hosting (http://imageshack.us)
Any comments or suggestions?
And my "wannabe-tent" .. or maybe "will be a tent one day"-thingy ;D
Take it with you and build it up wherever you want. (of course not inside "cities"). Needless to mention that THIS one isn't Ulbernauts-proof.
/build tent
>You failed building up your tent.
/build tent
>You successfully built your tent.
>You've gained some practice points in Building Tents. You've also Ranked up!(http://img228.imageshack.us/img228/2228/wanabetentzg9.th.jpg) (http://img228.imageshack.us/img228/2228/wanabetentzg9.jpg)
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I really like the tent but I see a slight problem there. It will only look good if placed on a level surface. On any inclined surface it will probably look as if parts of it are floating above ground. I can imagine that it is not that easy to determine of one stands on a surface which is level.
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Yes indeed. But the same problem exists with every other item with a larger base area. Lets take the ulbernaut fur as example. But also buckets, chairs and tables.. or beds.
However, I could make the wooden sticks longer at the bottom so that they stick into the ground (and have an extra floor for the tent). It may look more realistic as long as the ground isn't too steep. But I think it's common sense to search for a more-level area for your tent. In case somehing like that - building a tent - is ever put in-game it maybe could also be disallowed (code wise) to build tents on "too steep" places. Another idea could be to make the "collision detection" drop (and rotate) the item so that it really lays on the ground. (But I've no idea how possible or impossible that is ;) )
...just some thoughts from my side.
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When the ground is steep, you modify the mesh and save as new, deforme the texture a bit, because it is most likely already deformed a bit, though the trick is to not overdo. You can see so often in games when the artist forgot about it, and the textures look al messy, though there are many reasons when it happens ;)
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When the ground is steep, you modify the mesh and save as new, ..
The idea was rather to have the tent as a "take with you item" which you can build up outside the cities for example :)
But if you understood it that way, I don't quite get your reply since there would need to be like "40" different tent-item-meshes (rather more) for each possible steepness.
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Then the engine would have to adjust the tent along some algorythm ;P What i dont see happening anytime soon, heh.
Yes, i think you are thinking good to have the tent always looking good even on small slopes, with the same mesh.
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This is my low-poly-character start (after many bad-looking attempts)
450 triangles so far. I'll need some more for the knees (~8) and probably some more for the ellbows (~8) to be able to bow them without having them deforming strangely.
(http://img116.imageshack.us/img116/5070/femaleam5.th.jpg) (http://img116.imageshack.us/img116/5070/femaleam5.jpg)
(http://img380.imageshack.us/img380/6940/femalebackex8.th.jpg) (http://img380.imageshack.us/img380/6940/femalebackex8.jpg)
PS: If ANYONE of you successfully exported characters to cal3d from blender, please let me know.
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Nice work so far Arerano :) only 450 triangles? You're doing well :)
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Arerano, I am having trouble making the alpha-terrain work as it should. Not even your supplied blender-file comes out correct in CS walktest.
Perhaps you can tell me what revision of CS 1.3 you used? (or the date it was downloaded) :)
edit: spelling...
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Arerano, I am having trouble making the alpha-terrain work as it should. Not even your supplied blender-file comes out correct in CS walktest.
Perhaps you can tell me what revision of CS 1.3 you used? (or the date it was downloaded) :)
I used CS 1.2 Revision 29388.
Maybe you used an old blender2crystal exporter? I used revision 1860.
Now with hands and feet. Bad thing is, if I try to use the "Decimate" modifier (to count the triangles) I get an error: Non-manifold mesh as input. :'(
Edit: fixed it. 1010 triangles so far. I made sure that the fingers can be animated (bent without looking weird). The wrist should also work.. well, I'll see.
(http://img175.imageshack.us/img175/1454/femalehandka2.th.jpg) (http://img175.imageshack.us/img175/1454/femalehandka2.jpg)
And now with a vague head. (lacking only face + ears + hair)
1112 Triangles so far. I think the breasts need some improvement, they look really strange from some angles.
(http://img176.imageshack.us/img176/204/femaleheadaub1.th.jpg) (http://img176.imageshack.us/img176/204/femaleheadaub1.jpg)
And face and ears. I'm not that happy with the ears, the mouth and the eyes. Maybe making the eyes bigger? The ear maybe more flat? Hmm.. doesn't seem to get any better tonight, any suggestions?
1590 Triangles
(http://img241.imageshack.us/img241/4219/femaleheadbah3.th.jpg) (http://img241.imageshack.us/img241/4219/femaleheadbah3.jpg)
The next step with many improvements (ears, eyes, nose, mouth, breasts, bum, knees)
1606 Triangles
(http://img120.imageshack.us/img120/9551/femalemeshml1.th.jpg) (http://img120.imageshack.us/img120/9551/femalemeshml1.jpg)
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I think that looks great :)
greetings Grai
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1742 Triangles (with hair. I didn't remove the top of the head yet)
I'm not that good with texturing. The clothes are mainly there lest she's naked.
She now has bones. 2 for the head, one of them controling the jaw.
2 for the neck for turning and tilting the head.
1 chest
1 belly (for breathing)
2 lower body
and per side:
4: each side: shoulder, upper arm, lower arm, wrist
19: each: Hand
6: each side: hip, upper leg, lower leg, ankle, foot, heel
I will probably need to add some more triangles for the shoulder and ellbow but can probably remove some more from the eyes, unless I make them animateable too.
The feet look clumsy by design (for the shoes she will hopefully wear one day ;) )
(http://img86.imageshack.us/img86/5334/femaletextured5vj7.jpg)
(http://img86.imageshack.us/img86/8513/femaletextured4zt8.jpg)
(http://img165.imageshack.us/img165/7027/femaletextured6uy1.jpg)
PS: I am not that contented with the mouth and chin yet.
Suggestions, comments and critique are WELCOME.
And the first pose. Seems like espeically the shoulders and the hip-part needs some more triangles for better animation.
(http://img525.imageshack.us/img525/459/femaleposingmm7.jpg)
Hmm... lets call him Adam:
538 Triangles so far. I have to simplify the arms as it seems..
(http://img264.imageshack.us/img264/9243/malems4.jpg)
Too bad, I updated my graphic cards drivers (which fixed some bug with blender, but now blender always hangs some seconds when I make selections in object mode :( ..couldn't find anything helpful yet.. lets see.)
restarted the male (for lower poly count)
Diabolo? ;D
(http://img296.imageshack.us/img296/9692/diabolo1up6.jpg)
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Hey, you are comming on there Arerano. I like your developing technique.
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Excellent work Arerano. I am very impressed. You are very talented!!
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that's pretty cool.
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And there's more to come:
(http://img387.imageshack.us/img387/7088/areranoareramaucity18bj0.th.jpg) (http://img387.imageshack.us/img387/7088/areranoareramaucity18bj0.jpg)
I know, the street really doesn't look like a "street inside a city" yet. But considering that I suck at "designing architectural stuff" (and I don't have a concept artist yet), it doesn't look that bad.
Currently I am working on some bump mapping for the house textures. The houses (actually everything) are extremely low-poly. Having few poligons are currently the most important requirement because I am planning to have like 200 houses in that part of the city.
The whole "city" is going to be seperated into 3 parts, each of them being an own platform, only connected via a bridge. To get to the "topmost" platform, you have to pass the two lower platforms. The lowest platform is the "poorer people" part whilst the topmost platform, which is also the smallest platform, will be for the rich.
kinda like: rich -> o=0=O <- poor (Ok, doesn't look conviencing as ascii art :P )
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I like the city style. A lot of dark corners... not easy to see everything with a glance... good for criminals xD
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I like the city style. A lot of dark corners... not easy to see everything with a glance... good for criminals xD
Thank you.
I find it strange because many seem to like it.. and honestly, I am absolutely not contented at all with it. :P
I even think at "redoing it from scratch". Well, lets see how it's gonna look like after I broadened the road, made it an actual streed and added "city things", like clothes lines and such.
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And a market stand:
there are two different bowls and jags
front:
bowl 256 Triangles
jag 280 Triangles
back
bowl 128
jag 144
The texture is: 256x256
Whilst the lower poly jag looks fine, the bowl certainly needs some improvement for the brim which looks very thin.
(The guy is mainly there as a size reference. He doesn't have any texture, amature or animation yet)
(http://img237.imageshack.us/img237/5069/marketstandpre2bh5.th.jpg) (http://img237.imageshack.us/img237/5069/marketstandpre2bh5.jpg)
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I like all you're doing, especially the stall and the city. Perhaps you could help making Hydlaa bigger?
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Love the cracks in the bowls, and the line of spots in the wood that look like nails (*I could be mistaken about the second?). Fine details like that really give life to even the most basic objects. Well done.
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Thanks for the comments.
@thorgin: Contributing art is under the current circumstances no option for me. It doesn't mean that I "don't/didn't do anything for PS at all" however.
@Kieve: That tip of "adding dirt and cracks" improved my house textures greatly, so I added even more dirt and more cracks (slight shadows for the woods and window) and then to a third set even way more "washed down dirt" (darkening alias "burn") and "washed away dirt" (lightening alias "dodge"). The third set even thought it seemed to be "too much" was the one which looked most realistic "in game". So I added plenty of dirt and cracks to the bowl and jug textore from the beginning and I got a result I liked pretty quickly.
I must add that those textures are quite simple to make and can in no way be compared to some "real artwork" (like the great Enkidikai textures, or the Klyros texture)
The "wood with nails in it" however, I must confess, is a photo and not even taken by me.
And there's another screenshot:
I added the pavement and I am glad that it improves the look of the city so greatly. It's like "crap" to "something that looks actually like a city" improvement. ;D
I modeled the pavement and all the stones and that, made textures which I applied onto them (partly procedural) and baked as a last step the whole thing onto an image. (now I also have baked bump maps and normal maps which aren't in use yet though).
(http://img148.imageshack.us/img148/9733/city1210np6.th.png) (http://img148.imageshack.us/img148/9733/city1210np6.png)
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And two more. I added the clothes line which took quite a while for me to make and I never felt really content with it (I am not really that talented with textures) but to my great surprise it looks much better in walktest (and PS) than it looked in GIMP ;D
PS: I know that the pavement still needs considerable uv-mapping work.
(http://img65.imageshack.us/img65/4872/city133fb1.th.jpg) (http://img65.imageshack.us/img65/4872/city133fb1.jpg)
(http://img65.imageshack.us/img65/3031/city134ok9.th.jpg) (http://img65.imageshack.us/img65/3031/city134ok9.jpg)
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looking good :thumbup:
Would be nice to some of this stuff in game
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Hello there everyone.
I've had some occasional modelling practice in the past months. I didn't really do that much though as I am currently focusing on improving my (non existing) drawing skills.
However, I shall present you some few things I made and I hope to get some comments too. :)
Here we have a very low-poly bludgeon. I made it for a little fun game in the blender game engine. (The unfinished game is some collaborative work of the #smc channel on freenode)
The bludgeon also has a normal and an AO map.
(http://speedmodeling.org/smcfiles/Arerano_Areramau_bludgeon2.jpg)
"breakable" table and chair. Was also meant for that little game.
(http://speedmodeling.org/smcfiles/Arerano_Areramau_table_chair.jpg)
(http://speedmodeling.org/smcfiles/Arerano_Areramau_table_chair_breakable.jpg)
And a crossbow which uses "fists" instead of arrows -- a "punchbow" ;D (also for that game)
(http://speedmodeling.org/smcfiles/Arerano_Areramau_crossbow.jpg)
(http://speedmodeling.org/smcfiles/Arerano_Areramau_punchbow2.jpg)
They are all very low-poly - meant for game engines/realtime environments - and use normal and AO maps.
Oh, and an unfinished cougar (mountain lion): (unrelated to that aforementioned game)
It's currently TOO low poly at the shoulder blades area but I planned to fix that issue rather later than earlier (during animation to see where exactly more geometry is needed).
It's skinned and rigged (for animation). The texture isn't final - more some preview kind of thing.
(http://speedmodeling.org/smcfiles/Arerano_Areramau_cougar_70.jpg)
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just needs those shoulder lowered a bit I reckon.
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Just fixed the image links, and the tutorial link on the first page.