PlaneShift

Fan Area => Fan Art => Topic started by: Cherppow on April 24, 2004, 04:43:07 pm

Title: Simple 3D models
Post by: Cherppow on April 24, 2004, 04:43:07 pm
Hi everyone.

Looks like my first post went to a thread that isn\'t used anymore, so i decided to start a whole new one.

Today i tried to create something for people who prefer hanging out with friends and having a good time to full-time adventuring. The result follows...

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Darts_Set.jpg)

Picture key:
Bottom middle - shows each article in their original size
Left - an example how the objects could be used together (Cherppows training board)
Right - oversized darts that give better view of the mesh
Top - 4 grand boards on the wall, each showing a different texture configuration
Middle - within the yellow borders is a low-polygon version of the dart. Within orange borders you see trimmed version of the low poly dart (made later).

Darts. Any well equipped tavern or guild house offers its inhabitants some activities. A simple dart game could be one of such.

You can play it against your own score, or take a match against your friends. In a 2-player (or more) game, one participant acts as a referee, while the other throws the darts to the board. After throwing, the players together check the score, and the thrower finally collects his darts back. The throwing turn then passes on to next player. Game modes are numerous, but in a simple game each player just tries to reach as high score as possible (with a limited number of darts).
More experienced players may want to throw from a greater distance, or change the rules otherwise. This is ok, as long as each player agrees the rules.

Other modes could include:
- each player has a certain colour that must be hit. Wrong colours count as zero.
- the players are trying to reach a certain number, e.g. 15 with 5 darts.
- teamplay. The team that reaches 100 points first, wins. Individual player scores are added within a team.
- reverse game. You try to get as low score as possible with 5 darts. Off-board shots count as bullseye.

The throwing of the darts could be real time, just like any projectile weapons in the game. The aiming takes time and experience to succeed. Also one must remember to aim at the board, not at the opponent. He/she might not get too happy... ;)

Some hardcore players could even play for a prize e.g. a diamond crystal or 100 trias. Who knows, maybe some guilds will challenge each other in darts, or somebody will start a darts ladder championship.

Now you must be getting bored already.

Finally some technical data. The dart board uses 256*256 tga texture. The dart has 64*64 tga. Dart colours can be easily changed from the texture to help in determining which dart is whose. I also made 3 different textures for the board, but now when i look at them, both the green and blue-red seem a bit too modern for PS surroundings.

I was feeling innovative and added fourth board texture, this one looks strange with its 3 bullseyes. Might be fun to try it out. I also changed the new boards color from blue to brown, since it first looked like an alien frisbee.

As requested, i added a fifth dart board texture. It looks pretty much like the real world one. Much better than the red-blue, that i tossed to the floor. ;) Thanks to Keknehv for the inspiration!

The low poly dart looked a little rough, so i decided to trim it a bit. The new low poly dart uses texture of same size as the original one, but more efficiently, so the edge looks smoother.  All the \'wings\' of the dart now use same area of the texture (and look the same), which allowed me to use all the height of the texture to the single wing. The 4-wing model also got reduced to 3-wing model, which looks nearly the same, but has one face and one vertex less. Results can be seen in the orange box.

Dart board has 20 vertices and 36 faces (triangle).
Dart has 10 vertices and 13 faces.
Low polygon dart has 6 vertices and 4 faces. It uses 128*32 tga texture.
Trimmed low poly dart has 5 vertices and 3 faces. Its texture is 128*32 tga, just like the original low poly dart.
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Post by: Kintall on April 24, 2004, 05:13:34 pm
once again :P Lovely, very practical items and the game would be a welcome addition to PS, I think it needs more minigames..

it needs some minigames period

and nice low polys going on there too, I was curious though, for darts seeing as they are such small things that probably wont be seen too often up close, a pair of intersecting polys with alpha textures (paper Xmas tree kinda thing) would probaly suffice.
 anywho thats my bit


reallly good work :) I look forward to more stuffs from you ssss :)
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Post by: Cherppow on April 24, 2004, 11:38:49 pm
There, i created a low poly version of the dart and added it to the pic. In small scale it looks identical to the original one. When magnified, it looks somewhat rough.

Still, considering it has less than one third of the faces of the original one, i think it was worth creating. If needed, larger texture could be used to reduce the roughness.

If memory serves me, there was some talk at the Laanx Wheel of Wishes that models shouldn\'t have intersecting faces. Because of this, i had to cut the dart in 4 pieces that meet in the middle, instead of having just 2 faces that intersect.

In addition, i\'ve heard that two sided faces, that i have used here, are a problem... i\'m not sure. One could of course make all the faces single sided and add each face a double that points the other direction. This might make it work, but it would double the polygon count, in this case, to total of 8. I was just thinking, wouldn\'t doubling the faces actually cause the two faces to intersect at each and every point... or maybe that doesn\'t matter since their normals point exactly the opposite directions, so they are never rendered at the same time.

Ok, enough of speculation for now.
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Post by: Kintall on April 25, 2004, 01:42:07 am
ahh, well those are questions for the dev bunch, give em a tinkle, they\'l set you right
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Post by: Cherppow on April 27, 2004, 05:21:06 pm
Greetings again.

This time i created a simple painting set.

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Paint_Set.jpg)

Picture key:
Bottom left - shows 3 sizes of paint brush and the paint palette from both sides
Bottom middle - stack of clean papers (5 pieces)
Bottom right - shows the stand from behind
Top middle - the stand without a paper
Left - shows the stand with crude painting and another stand with clean paper.
Walls - white papers show basic object info
Floor - magnified paper with portrait* shows how close  the paper can be viewed before it gets too rough.

*(that resembles the infamous adventurer Bururoar, who was actually so stupid, he couldn\'t spell his own name aloud.)

I thought this set would be purely decorative one, and could not be used in any special way. Maybe someone from upper social classes could have painting as a hobby. Or maybe someone poor could try to make a living by selling hand-made portraits to the rich people.

Basically it consists of painting stand, painting palette and painting brush. The stand has large 512*512 px texture, but it can be resized to 256*256 if needed.

In addition to former, the paper is a separate object. This way one can easily change the paper in the stand, or remove it completely to have an empty stand. You can also have just plain papers.

The paper is a 2-sided face and both its sides look the same. So if other side has a picture, the other side has it too. This can be changed if the paper is made double-faced, but that would rise the number of faces to 4.

Paper has 4 vertices, 2 faces and it uses two 256*256 tga textures. First texture is the actual paper background, while the second represents any drawings that the paper has. This makes drawings very easy to change and enables the combination of different pictures with different papers. You could for example first draw a rune on a papyrus but then decide to put it on a stone tablet.

Models made with Blender.
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Post by: sekhmet on April 27, 2004, 08:50:28 pm
Nice iniative, we need more common objects!
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Post by: Saphire on April 28, 2004, 07:14:50 am
Common, interactive items are teh win!

However, because they\'d be common we can\'t have them with 100\'s to 1000\'s of polygons taking up valuable HD space and memory.

some of these things, like the simplest sword, uses under 30 vertexes ;) , A dart/arrow/bolt/nail uses 5 vertexes (more if you want feathers or addons) and the list goes on... all in all they each require less then 70 or so vertacies, and would probably be under 200 polygons, yet still retain their \"effect.\" (a sheild looks like a sheild and a table top looks like a table top -- not a giant wooden sheild.)
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Post by: Cherppow on April 28, 2004, 11:10:34 pm
Well, what have we here...

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Lemon.jpg)

As simple as it gets - a lemon. ;)

No, seriously, i don\'t know jack about no fruitwars. To show my apology to Kintall, i made a democratic decision:

\"If there\'s a lemon, there must be an orange too. And a banana! And maybe some other edible stuff.\" :)

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Foodmix.jpg)

Picture key:
From left to right - cheese, meat (1 fried meat), eggs (1 ostrich egg!), bananas, potatoes (some peeled & some not), tomatos, baked bread, oranges, wine, apples, water and umm... juice, yes!
 
The tomato, orange and apple all use same mesh, just different texture. Likewise, the bottles all use same mesh with altered skin. As is obvious the peeled potato uses same mesh as potato with peels, and fried meat uses raw meats mesh.

Technical info:
Cheese - 22 vertices, 25 faces (tri), 64*64 tga texture.
Meat - 24 vertices, 44 faces, 128*128 tga texture.
Egg - 22 vertices, 40 faces, 64*64 tga texture.
Banana - 24 vertices, 44 faces, 128*128 tga texture.
Potato - 14 vertices, 24 faces, 64*64 tga texture.
Bread - 8 vertices, 12 faces, 256*128 tga texture.
Generic round fruit (tomato, orange, apple) - 22 vertices, 40 faces, 128*128 tga texture.
Generic bottle (wine, water, urea! ) - 20 vertices, 36 faces, 128*128 tga texture.

The bottle is fully opaque. I tested it with different texture alpha values but it ended up looking unreal. The other thing is that i don\'t know much about how PlaneShift and Crystalspace support transparency and double sided faces.

To Kintall:
In smoother shading they looked smooth ;) but i disabled special effects, since i don\'t know if they are supported. Pictures have 8x antialiasing & shadowbuffer shadows. And again, sorry for any inconvenience.

To Wedge:
The lemon(.blend) is now available at
http://www.hut.fi/~vrantapu/PlaneShift/VR_Lemon.zip
texture is included in the package.
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Post by: RussianVodka on May 01, 2004, 09:07:21 pm
What program are you using?
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Post by: Keknehv on May 02, 2004, 02:38:49 am
Nice work!

Just one thing about the dart board--
Could you make a texture with a more standard arrangement? (diferent numbers around outside, 2x and 3x multipliers, 50 point bullseye)
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Post by: Kintall on May 02, 2004, 03:52:04 am
I likem the Lemon, ingame though you \"could\" get away with a sprite I rekon, and I\'m curious gow these models of yours look with a smoother shading whatsadoover on them
..  

but..

youve joined the lemons!!


we are enemies!!!

death to all lemons!!!


ETCETERA!!!!!!

OF DOOM!!!!


nice models though..
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Post by: Wedge on May 02, 2004, 06:56:44 am
He uses Blender I believe.  Can you send me that lemon by the way?  I need ammo for my lemon launcher =).
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Post by: Vengeance on May 10, 2004, 05:59:53 am
The dev team is looking for people to model common items for crafting, etc.  It is a very long list but you look like you could crank out a lot of low-poly quick models in a short amount of time.  If you want to join the team, be sure to see the website about how to apply and I\'ll make sure Talad recognizes your name.

- Venge
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Post by: Kintall on May 14, 2004, 01:28:38 pm
Yeah definately, uor work allthoughunderstated is very important to any games content, whist swords are nice these things are a more practical and far more needed I really think you should be a dev :)
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Post by: Cherppow on May 14, 2004, 04:10:55 pm
Hello everyone.

I was spending some quality time with my friend last week, so sorry for being idle.

Thanks for the comments guys!

To RussianVodka:
Wedge got it right. I have Blender 2.32 :) it\'s free, downloadable from the internet and lots of fun.

To Keknehv:
There you go. I did a quick google research and tried to reconstruct a standard darts board. Results are on the darts post. Is it anything like what you had in mind?

To Vengeance:
I\'d be honoured to join the team, but i think my 2 months experience with 3D might only make recruiting personnel laugh. ;)
Also take note that my posts here are all *.blend format and taken from Blender. If someone knows how/where to get Viewmesh for Windows, i\'d be happy to check it out. But as for now, i have no idea how the models look when converted to CrystalSpace.

In addition, all my tries with the Blend2CS-converter have ended with following error of some variables:
\"
blend2cs: Error while scanning \'C:\\Program Files\\Blender Foundation\\Blender\\.blender\\VR Cheese.blend\':
   tried reading variable with type int expected short
blend2cs returned with exit code -1
\"

This is actually my greatest concern when making the models: I can\'t say if they work in the CS.

If you people still think i should give it a shot, i will send an application through the PlaneShift homepage.

---

Ok, now for something new. Or this is actually some of my old work. Did it while the LWW was down so i couldn\'t post it there.

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Toolset.jpg)

The tools gallery. Some simple tools for anyone to use. The picture nearly says it all, so i think the info doesn\'t need to be retyped here. The textures are pretty simple, mostly plain wood and metal. The wood saw blade uses texture alpha channel for transparency and if i remember right, it is dual sided, both sides having own faces. The cutters use 256*256 texture, but it can be resized to 128*128 if needed.

Both the cutters and the scissors consist of 2 separate pieces that don\'t intersect. By rotating these pieces you can open or close the blades (see pic). No moving animations included though.
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Post by: Wedge on May 15, 2004, 02:36:48 am
As you can see by the top of the fan art section, this is exactly the kind of stuff they need right now.  You can get the viewmesh tool in the compiled d/l of Crystal Space on SourceForge, it\'s one of the .exe\'s in there.  Alternately, you can also just replace the ruby mesh in PS if you wanted.  It\'s obviously much slower, but you can get some better previews of how it looks under certain lighting like that.

Also I think blend2cs is for making full maps, I believe you want to be using blend2spr which is the simple mesh format they use.  Wait a sec... is there a blend2spr tool?  They got spr converters for maya, max, and milkshape... gotta be one somewhere...
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Post by: Kintall on May 15, 2004, 06:37:25 am
neh, nuts to lack of experience, you got the touch

so I\'m sure that

(http://home.swiftdsl.com.au/~lookit/uncleKRAN copy.jpg)

Venge is liken yah, me am too oh yah

be a dev, you could I\'m sure :)
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Post by: bbum on May 15, 2004, 09:19:49 pm
uncle kran scares me
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Post by: Kintall on May 16, 2004, 08:10:17 am
Quote
Originally posted by bbum
uncle kran scares me


thats because he \"wants\" you  ...baby
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Post by: Syzerian on May 16, 2004, 09:56:32 am
nice work!
although some of the objects look a bit blocky you wouldnt really notice it in such small objects as im sure those are not to scale :P

heh, i can spit out some medium quality buildings/dungeons really fast but im to young to be a dev :O guess im stuck with LWW

you are pretty good for someone with 2 months experience lol. i recomend that you take the extra 2 seconds to smooth off the edges of your items and listen to some funky music :]
i really wanna see some bigger models from you though like statues or something like that
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Post by: Ghostslayer on May 16, 2004, 10:15:23 am
Well, I have to say that your stuff is really good.  Like was mentioned earlier, don\'t let your \"lack\" of experience stop you, a lot of the stuff you have shown here looks great, and I\'m sure working on PS items would give you lots of experience to improve :D

Constructive criticism: About those bottles, if they were fully opaque, you shouldn\'t be able to see the fluid inside.  If you could make them translucent/transparent that would be good.
The generic round fruit looks a little too blocky, may be because of the low polys, but just thought I\'d mention it.  (Although I do realize that they would be small objects in game, and hence may not be noticed very much).

Praise: Cool stuff all around 8) That meat looks really tasty :D, and the dartboard looks really awsome.   Keep up the good work!
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Post by: Wedge on May 16, 2004, 09:40:59 pm
Just wanted to mention, especially since Cherrpow wasn\'t sure about it.  Crystal Space does smooth objects out, although not nearly as much as a render would, so it\'s usually best you don\'t render them with smoothing on, but know they would look better in-game.
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Post by: Skizzik on May 16, 2004, 11:21:16 pm
Woah Cherppow, those tools look pretty neat, so does the food mix!  :)
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Post by: Cherppow on May 20, 2004, 11:01:44 pm
Greetings all!

Thanks for the comments again, you all boost up the inspiration!

Thanks to anonymous hint by Wedge, i finally got the viewmesh-tool. I opened a couple of Planeshifts *.spr meshes with it. Sadly, the textures refused to show, and i had to view the crystals with the default texture.

In addition, i\'d still have to convert my own meshes to spr-format. In the CrystalSpace download there was some python scripts, propably the ones that acraig mentions in the \"blender 2 CS\" thread. The documentation was quite simple, as should have been the usage of the conversion script, but... ;) Ah well, after 3 hours i was still stuck with the same error:

\"
scene = Blender.getCurrentScene()

AttributeError: \'module\' object has no attribute \'getCurrentScene\'
\"

Enough of my problems. Here i have the bottle and \"generic round fruit\" that i\'ve posted earlier. This time with different levels of detail. Take note that i don\'t know if all the effects used here are supported by CrystalSpace. Thanks for Ghostslayer and Syzerian for kicking some enthusiasm on me ;)

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Bottle_Tweak.jpg)

Picture key:

Left wall - both the bottle and orange increasing in detail as they come closer to the viewer
Right wall - 2 problems caused by the transparency of the bottle

On the left wall we see example of level of detail, or lod. The lowest detail of both items are the ones seen in the foodsmix. From there i added detail in following steps:

Bottle (step 0) - Basic opaque bottle (20 vertices, 36 faces)
Bottle (step 1) - The glass&liquid set transparent
Bottle (step 2) - Added 10 vertices (30 vertices, 56 faces)
Bottle (step 3) - Enabled smoothing, specularity and bump mapping

Orange (step 0) - Basic orange (22 vertices, 40 faces)
Orange (step 1) - Added 5 vertices (27 vertices, 50 faces)
Orange (step 2) - Added 15 more vertices (42 vertices, 80 faces)
Orange (step 3) - Greatly increased geometric detail (82 vertices, 160 faces)*
Orange (step 4) - Enabled smoothing, specularity and bump mapping

*as can be seen, at this point adding geometric detail no longer gives much effect.

On the right wall i placed 2 examples of problems that transparency caused on my bottle.

Problem 1:
As the blue bottle shows, the substance inside has no top surface. One can clearly see that the water is only a paint on the bottle skin and the bottle is empty from inside.

Problem 1 - Solutions:
- Make the bottle full or empty of fluid. This way the top is never seen.
- Create faces to fill the gap. This would increase the number of faces by minimum of 3 and make it more difficult to change the amount of liquid.

Problem 2:
Smaller yellow bottle shows the second problem; the bottle is single sided and transparent. Blender seems to draw the front side of the face through the back side, causing the label (and its text!) to show through the bottle. CrystalSpace propably wouldn\'t show the back of the bottle at all, since its normals point away from the camera. This would cause the bottle to look like it was cut in half. Neither of these effects are welcome.

Problem 2 - Solution:
- Make the bottle two sided. This would make it possible to set different texture on the inside of the bottle, but at the cost of efficiency - almost double the faces.

Ok, that was enough problems (and urea) for one day. Hopefully some of them get solved by time :)
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Post by: Cherppow on May 21, 2004, 04:42:55 pm
Hi.

I checked around the fan art section and LWW and noticed that not too many people have taken part to the awesome \"challenge #1\". The quest is to make a mixing bowl. I couldn\'t get the idea of rugged herbs mixing cup out of my head, so here it is. Maybe i\'ll add a mortar later.

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Bowl.jpg)

Picture Key:
Pretty simple, just the bowl from different angles & with 3 different textures. Left side shows one example of how the item could be used. (Let\'s start cooking! )

The bowl has 33 vertices and 62 triangle faces. Its texture is a huge 512*512 tga, that can be resized to a lower resolution depending on the wanted detail level.

2 new textures added. I tried to think of a way to prevent the wooden bowl from absorbing flavours, and ended up with two solutions. The simplest solution was to make the bowl out of stone. The second and less obvious way was to use protective paper. After coming up with these two ways, i simply painted them and applied the new skins to the old model. Results are in the picture.

I\'m thinking of creating some herbs and adding a mortar that could be used together with this bowl. But right now i\'m in a hurry, so they\'ll have to wait :)

See you later!
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Post by: Cirque on May 21, 2004, 06:24:31 pm
Mortar and Pessles are generally made out of stone or metal. Wood tends to absorb odours and flavours to much.

Oh unless they are meant to be plain wooden bowls. In which case disregard my message.

What you have done looks great though.
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Post by: Karyuu on May 21, 2004, 11:29:28 pm
Are you on the dev team yet? :P I think they could really use your skills. Absolutely awesome work :)
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Post by: Cirque on May 22, 2004, 06:09:51 pm
Quote
Originally posted by bbum
uncle kran scares me


I think hes appeared on Law and Order SVU.
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Post by: Kintall on May 23, 2004, 06:35:49 am
ohh they need you in the dev bunch...   yer works of a consistant quality and its of usefull stuff :)
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Post by: T?ri Tasart on May 23, 2004, 04:58:52 pm
Hi! Your work is really great! You should apply for the dev team as soon as you can.

By the way, those bottles... isn\'t \"Urea\"... umm... ?(  
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Post by: Ineluke on May 24, 2004, 09:58:13 pm
You shouuld make some more dart models for blowguns
where did you learn im interested in learning but it is kinda scary with the learning curve and all.
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Post by: Erik on May 24, 2004, 11:41:52 pm
I cannot speak for him but i can for myself. I use 3dsmax for about 3 years now any learned it by using loads of books and internet tutorials. With more proper educational stuff, like training dvd\'s, and teachers you could learn it a whole lot faster though :)
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Post by: Skizzik on May 26, 2004, 12:15:35 am
Quote
Originally posted by T?ri Tasart?r
By the way, those bottles... isn\'t \"Urea\"... umm... ?( [/I]

Yess, it\'s pee... :P

The best thing about your models, Cherppow, is that they\'re really useful. It\'s just everyday stuff that might actually make it into PS. :)
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Post by: Cherppow on June 03, 2004, 04:46:00 am
Greetings fellows!

Again i had a little pause with the forum, but fear not, i haven\'t been sitting idle on my workbench.

Thanks for the comments, they are very welcome!

To Cirque:
 You\'re right, of course. Wooden pestles are rare and must be made from quality wood (mine is certainly not). So i went and created 2 new textures for the bowl; they should fit better for mixing ingredients. :) Thanks for setting me right.

To Karyuu:
 I haven\'t had the courage to send an application yet ;) And thank you, although i don\'t find my own work that special. I mean, anyone can make a ball with 3d editor, paint it orange and call it orange! It\'s a lot of fun doing the models though :)

To Ineluke:
 I checked out some basic web tutorials when i started, and that\'s mainly it. The first tutorials very easy, they actually explain every mouseclick, so it\'s hard to go wrong. If you\'re interested in creating 3d models for real-time engines, i\'d also recommend checking out some tutorials about uv-mapping. Ah, blowguns you say :) see my following posts.

To Skizzik:
 I\'ve tried to keep it as simple and neutral as possible. I know i\'m not proficient enough to create anything grand, so i don\'t.
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Post by: Cherppow on June 03, 2004, 05:33:56 am
Almost forgot the new meshes.

In addition to the new bowl skins i created another kind of mortar and pestle.  

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Mortar_and_Pestle.jpg)

Picture key:

Right & Center - show the mortar and pestle from different directions
Bottom middle - some examples of herbs.
Left - club. Just for balance ;) It\'s actually my very first model.

The mortar&pestle are pretty simple, just made of gray-white stone and single line of color as decoration. I imagined they could be used for alchemical purposes, mixing herbs and grinding them into fine powder. Powders could be used as spices, or to create potions and salves. Creating alchemical compounds may also need more tools than these, and professional alchemists may have an entire laboratory in their basement.

Most* of the herbs models consist of 4 rectangular faces that join in the middle, creating an X silhouette. Also these meshes have 8 triangle faces. The faces are fitted with plain images with alpha channel as transparency. They look ok when not zoomed too close. The textures are pretty small, which further reduces scaling possibilities. In addition if viewed straight from front or behind, these models show as thin X.

*The two kinds of berries are true 3d, as can be seen from the shadows.

Technical data:

Root (herb) - 10 vertices, 8 faces, 64*128 tga texture
Grass tuft (herb) - 10 vertices, 8 faces, 128*32 tga texture
Leaf (herb) - 4 vertices, 2 faces, 64*64 tga texture
Blue flower (herb) - 10 vertices, 8 faces, 128*32 tga texture
Thicket grass (herb) - 10 vertices, 8 faces, 128*64 tga texture
Violetberry (herb) - 5 vertices, 6 faces, 64*64 tga texture
Strawberry - 10 vertices, 16 faces, 128*128 tga texture
Club with spike - 53 vertices, 72 faces, 256*256 tga texture

Herbs update 6.12.2004:
Tyc branch (herb) - 4 vertices, 2 faces, 64*64 tga.
Broadleaf Plum (herb) - 4 vertices, 2 faces, 64*64 tga.
Thornleaf (herb) - 4 vertices, 2 faces, 64*64 tga.
Purple moss (herb) - 4 vertices, 2 faces, 64*64 tga.
Cave ungon (herb) - 10 vertices, 8 faces, 32*64 tga.

The mortar and pestle data can be seen on the picture, so that\'s pretty much all.
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Post by: Cherppow on June 03, 2004, 05:44:36 am
As promised here are some more darts. I also made a simple bamboo stick as a blowgun :)

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Dart_Bamboo.jpg)

On the left there\'s the old dart and a new darts dart with white wings.

The middle shows the bamboo tube and two types of darts for it. The mesh is same with every dart (5 vertices, 3 faces), just the texture (128*32 tga) varies. Again, the small texture causes the dart to look messy if it\'s zoomed too much. I imagine the darts would be pretty small objects though.
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Post by: tygerwilde on June 03, 2004, 06:05:54 am
Actually, urea is a byproduct of the energy creation process, which is passed into the bloodstream and leaves your body through your sweat glands and your kidneys, yes it is a part of urine... and sweat, but it isn\'t specifically urine. urinating is a disposal means for bodily toxins, urea, excess liquid, salt, and heat. Essentially sweat is urine that leaves through your sweat glands...


my question is, who took the time to filter four entire bottles of urine and sweat.
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Post by: Cherppow on June 03, 2004, 06:06:23 am
Oh man, this is spam, but here\'s some mushrooms for making you wait so long ;)

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Toadstools.jpg)

On the left you see mixed collection of mushrooms, while the middle and right side shows all variations nicely arranged.

Basically i made a \"one size fits all\" - texture for the mushrooms. As many mushrooms look like a ball when they are young, and flat when they\'re older, this was practical solution. Now i could have both ball and flat shaped mushroom with only one texture. In addition to the former, i made a third model named \"special\". This actually looks like a miniature fir, but it can still use the same texture.

After the models were ready, i added 4 different textures. 4 textures*3 meshes = 12 different mushrooms. Fast catch. :)

Ok, it\'s time for me to go to bed. Have a nice summer holiday everybody within the northern globe.
Title:
Post by: FredrikH on June 03, 2004, 09:11:04 am
looks good but as with your other models you might want to add some smoothing groups
i think that it would be just as fast to render it ingame and take upp less memmory depending on how the fileformat works wich i have no idea how it do work
but anyway you have done a great job on all of them
Title:
Post by: Wedge on June 03, 2004, 10:50:54 am
Yeah they would be rendered with smoothing in game, but I believe this is automated by CS, and has nothing to do with how you export them.  In any case, you can assume they would look much smoother in PS.  And dammit man, you have to get this stuff into the game!  It\'s all so frickin awesome, the world would be so much livelier with these objects hanging around.
Title:
Post by: Skizzik on June 03, 2004, 02:19:22 pm
Errrr, nice mushrooms.
Title:
Post by: Karyuu on June 03, 2004, 03:28:41 pm
... What\'s the problem with posting that knowledge for others to see? Seems to me like you\'re overreacting a bit... :/
Title:
Post by: Skizzik on June 03, 2004, 03:57:07 pm
You\'re right, thanks for pointing that out Karyuu.
Title:
Post by: tygerwilde on June 03, 2004, 05:59:09 pm
Quote
... What\'s the problem with posting that knowledge for others to see? Seems to me like you\'re overreacting a bit... :/

what knowledge? did I miss something?
Title:
Post by: Cherppow on June 04, 2004, 03:16:23 pm
Hey people!

Don\'t get sad anyone! I brought you something nice to help you forget the rotting toadstools :)

To Skizzik:
 Sorry for my last reply to you was a bit short. I actually wrote a longer one, but deleted most of it since i figured you\'d just get bored reading stories about my models. :) But now that it came up again, i might as well tell a little more.

 In the previous posts i mentioned that i\'ve been trying to keep the models pretty simple and neutral. The main reasons behind this are that i\'m really not that good doing meshes, and that i don\'t want to impact the game setting. :) The larger and complex the model is, the harder it is to create and the more it affects the game\'s appearance.
 For example if i\'d make a curved staff with a crystal as magic amplifier on the other end, i would affect the game much more than if i make an apple. The staff would propably be in a players hand most of the time, while an apple would be lying somewhere in the wilderness below an apple tree, or hidden in an adventurer\'s backpack. In addition, to make such staff i would have to know a lot more about planeshifts setting. Something like who uses the magic there, who built the staff and when. What the crystal is, and why does it have special magical abbilities, are these abbilities permanent... in case of an apple, you don\'t have to think how it links to the world around it, since it\'s just plain apple, and everyone knows apples. :)

 I actually did a dead tree mesh some weeks backward, but it looked so bad, i won\'t post it anywhere ;) I\'m sure someone else can do a model of same category with much less time and have much more fun doing it.

 So in the end i decided to stay with the simple stuff and let pros concentrate on the legendary landmarks and castles. Simple is something even i can make look fairly enjoyable.

To tygerwilde:
 You seem to know your biology :) Hmm, if memory serves me, urea was the first organic compound ever synthetically produced from inorganic substance. By  Friedrich Wohler, in 1828, to be exact. I\'m not much of a chemist but it seems possible to produce urea CO(NH2)2 from eg. ammonia NH3 and carbon dioxide CO2. Also, maybe the 4 bottles were created by an alchemist. (leaving only the fifth bottle. And that one was sold to the alchemist by a dubious doctor) ;) The reason why i put urea there in the first place, was to show that not everything bottled is drinkable.

To FredrikH & Wedge:
Thanks for the tips. It\'s quite hard to know what would be the best balance between fast renderability and good looks, because i have no previous experience of real-time modelling. As for now i have intentionally kept the face count under 100. The smoothing and special effects are another thing that i\'ve been keeping to the minimum, or disabled actually. Of course they\'re easy to turn on with a few mouseclicks. The question remains; should i set them on or off within these pictures? Ps. FredrikH, your swords are perfect! You clearly know what you\'re doing, and it shows. :)

And now for the \'nice\' things that i promised :)

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Treasures2.jpg)
Treasures - with smoothing, specularity, transparency and bump mapping disabled (updated 6.12.2004)

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Treasures.jpg)
Treasures - with smoothing, specularity, transparency and bump mapping enabled

Picture key:
From left to right - step cut gems, brilliant cut gems, oval cut gems, pearls and finally 2 versions of a coin. Please note that the cuts may not be historically accurate.
Left wall - shows the 3 different coin textures; silver, gold and platinum.
Bottom right - shows the flat coin version of each texture

The gems have very simple texture, mainly just highlighting the corners. The gem color is controlled within the 3d software. This way you can have different colours with just one texture. Upper picture shows the gems with updated textures and without any special effects. In lower picture the gems still have old textures, but with different amount of transparency and specularity.

The pearls are simple rocks that have gotten inside a seashell and covered with the white protective material of the shell. They\'re still a bit angular, but i tried to do as round mesh, with as little polygons, as possible. Pearl color is also controllable from 3D software, as the texture is loaded into lightness.

The coins. Ah, what a headache. Only after i had finished the coin, i realized that it\'s too angular. I didn\'t want to increase the number of faces, so i decided to do a new coin that is just a plane with coin picture in it. The three coin textures represent silver, gold and platinum coins. The coin textures are huge for such a small object and should be resized to wanted size. In addition, the PS team will propably want a coin that looks like them, so this mesh was just for fun. Although making it wasn\'t that fun. ;) At least it\'s making me smile now.

I added the new flat version of the coin. It is nothing but a plane with picture, so if viewed straight from side, it looks like a thin line. It has 2 triangle faces and looks the same from both sides. I was thinking of making both sides look unique, but as it would have doubled the face count, i dumped that idea. I also dumped backside of the coin from the texture, reducing its size to 1/2 of the original. To counter to the reduction of detail i decided to use bump mapping. This makes it seem less flat and together with specularity, gives the coins a nice glare.

The steel coin is now seen in the lower picture. I imagined that since it is used by the poor people, it would be pretty simple and not have much details on it. Who knows, someone may be pressing these coins at his cellar! I also figured that the steel (iron) is not as noble metal as silver and gold, so it might actually catch some rust.

Upper picture coin models update: In addition to making the coin model less angular, i gave both 3D and flat coins new textures. Basically i tried to implement the specularity and bump mapping into the texture, so that 3D engine didn\'t have to do it.

Technical data:
Step gem - 16 vertices, 28 faces, 128*128 tga texture
Brilliant gem - 13 vertices, 22 faces, 128*128 tga texture
Oval gem - 14 vertices, 24 faces, 128*128 tga texture
Pearl - 17 vertices, 30 faces, 64*64 tga texture
3D Coin (upper) - 20 vertices, 36 faces, 256*128 tga
3D Coin (lower) - 10 vertices, 16 faces, 256*128 tga texture
Flat coin - 4 vertices, 2 faces, 128*128 tga texture

Oh, thunder here, gotta shut the machine. Plus i want to walk in the rain.
Title:
Post by: Skizzik on June 05, 2004, 01:40:21 pm
Actually, Cherppow, the devs have already figured out most of the economy-related stuff.
See also:
http://www.planeshift.it/setting_economy.html
and these pictures:
(http://www.planeshift3d.com/images/trias.gif)
(http://www.planeshift3d.com/images/hexas.gif)
(http://www.planeshift3d.com/images/octa.gif)
(http://www.planeshift3d.com/images/circle.gif)

*edit*
Your coins could be some of the \'unofficial currencies\' as mentioned here (http://www.planeshift.it/setting_economy.html) though. :)
Title:
Post by: Cherppow on June 06, 2004, 02:45:05 am
Hello again!

To Skizzik:
Ah, i almost forgot about the trias :) In the economy page they actually don\'t mention gold coins at all, just the gold circle. It does speak of steel coins, however, that poor people use. Maybe i should change the golden one to steel... or maybe they have all the coins ready too, they\'ve just not released any pictures of them.

This time i don\'t have much to post, just some early models of mine. They were earlier seen on the LWW. I refitted them with more proper textures and lowered the face count a bit. The models were still left with quite a bit of faces, since i didn\'t want to lower the detail to absolute minimum. Anyhow, the face count can be lowered further, if needed, the objects will just get a little more blocky.

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Worktools.jpg)

Picture key:
Everywhere - working tools in disorder. Sickle, pitchfork, shovel and pick axe
Back corner - pile of lumber, to distract the poor viewer (you) ;)

The new textures are nothing fancy, mostly plain wood and metal, with little details at the critical locations. The sickle texture is somewhat large, one may consider resizing it. I wouldn\'t recommend resizing the other textures though, as they are already pretty small (considering the size of the objects). The shovel should get a minus for the fact that its back looks almost the same as its front. In addition i\'m not satisfied with the handles... they don\'t look woody enough... just this brown substance ;)

Well, i made the handles more yellow, but can\'t say if that actually made them worse. In addition, the pick axe got a new joint. Looks better now, i think, but it also added 4 vertices and 8 faces.

Technical data:
Sickle - 63 vertices, 122 faces, 256*256 tga texture
Shovel - 31 vertices, 58 faces, 128*128 tga texture
Pitchfork - 47 vertices, 90 faces, 128*128 tga texture
Pick axe - 54 vertices, 104 faces, 128*128 tga texture

Any comments welcome. :) Bye for now!
Title:
Post by: Wedge on June 06, 2004, 06:21:10 am
Yeesh, your just a little bit too much paranoid about poly counts mebee.  The poly counts on those objects seems fine to me, and they look even better now.
Title:
Post by: tygerwilde on June 06, 2004, 06:23:29 am
yep cherppow, bio was my favorite subject throughout the largest part of my young life, then my brother got me into RPGs and it ruined my poor little scientific mind ;)
Title:
Post by: Cherppow on June 23, 2004, 03:00:49 am
I\'m back again!

Had to go and see the Africa for a while. And see the camels drink coca cola. Ah well, back to the business.

Call me a pacifist, for again i made something mellow.

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Butterfly.jpg)

A simple butterfly. While people usually hardly even notice these harmless little creatures, i think they could give a nice extra detail to certain areas. For example a sunny forest clearing or misty swamp. Most of the butterflies tend to move in daylight, but there are some species that prefer the night.

The mesh is simple plane that folds at the middle. Also it consists of 4 triangle faces and 6 vertices. Both sides of the mesh look equal. No special effects used.

I made 4 different skins for this model, one 64*128 tga and the rest 32*64. Depending on the size of the butterfly, the texture size could be reduced even further. Names could be something like: the sunset dancer (purple), the shadowspinner (dark), the yellow moth (yellow) and the ant butterfly (brown). Names are important for the collectors. I imagined someone could have butterfly collecting as a hobby, and he/she would
reward handsomely anyone who brings him/her an exceptionally rare butterfly. Of course such creatures are not easy to find... or catch. But with proper equipment, experience and a little luck, it could be profitable business for a poor adventurer.

Skins update 6.12.2004: Added 4 new textures. Snowglare (white/blue), Autumn tyco (red), Forest wing (green/yellow), Shoresinger (blue/yellow).

Last but not least, i added a 50 frame (25fps) animation of the butterfly flapping its wings. The anim was created using relative vertex keys.

(avi size: 134k, Codec: DivX 5.0.5 Codec)
http://www.hut.fi/~vrantapu/PlaneShift/VR_Butterfly2.avi

Again, any comments/critics welcome.
Title:
Post by: sekhmet on June 23, 2004, 12:35:51 pm
Again, nice work Cherppow, liking your work more and more.
Title:
Post by: Ghostslayer on June 23, 2004, 11:19:52 pm
Awsome work Cherppow :)

Remind me again why you haven\'t applied for the dev team? ;)  The butterfly\'s look very nice, I especially like the texture on the purple one.

For the tools: the metal portions on the shovel & sickle look paper thin.  As long as they are resting on something it would be fine, but they may look a bit better if they had some thickness to them.
Gems look really nice, although again the circular coins look a little to thin to me.
Mushrooms look very cool :)
Feathers on the darts look blurry to me, but otherwise the objects look great.
Mortar and pestle stuff looks great :D

But yea.. seriously I think you should apply.  If all else fails (which I doubt, your low poly stuff looks really nice) you will find out what you need to improve on.
Title:
Post by: Cherppow on June 24, 2004, 02:14:45 am
Hi and thanks for the comments!

To Ghostslayer:
Nice of you to like the butterflys. Now that the model and anim are ready, it\'s very easy to make new skins for it. Maybe you* could make one! Just draw a half butterfly from top view and post it here in the forums, and i\'ll show how it turn out :)
Thanks for the critics too, maybe i\'ll try to fix them out later. The tools actually have some thickness, but true enough, they do look pretty thin. I\'ve been thinking the same thing about the darts, but i\'ve been too lazy to correct them ;) The round coins on the other hand would be harder to modify... making them thick would rise the face count significantly. Maybe i should just make the already thick coins a little more round?

*everyone else is welcome too!

Ah, why have i not applied... sure, i\'ve been thinking of it a lot, but the truth is, i\'m afraid that i\'d get rejected and lose the inspiration to do anything. Half of my brain still tells me to stop whining and just go for it... the other half, well... whines! ;)

Here\'s some flags.

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Flags.jpg)

These simple flags could be found anywhere near humanoid settlements. They are used to signal and personalize different subcultures and places. For example an order of knights could have a certain banner, while other kind of flag could be found from a nobles livingroom wall, representing his/her family crest.

The static flag has 4 vertices and 2 triangle faces. Its both sides look equal. The waving flag has 15 vertices and 16 tri-faces.

So far three textures are available. Of course any picture qualifies* as a flag, these are just the ones specifically made for this purpose: one that i made with mercenary guild in mind (yellow&green), one ragged pirate flag and finally an utopistic pointed banner (purple).

*any size, shape, colour, transparency... you name it.

I\'m not completely sure if there is wind in the subterranean world of PlaneShift, but i still worked out a waving animation for the flag. Again, the movement was modeled with Blender, using relative vertex keys.

(avi size: 193k, Codec: DivX 5.0.5 Codec)
http://www.hut.fi/~vrantapu/PlaneShift/VR_Flags.avi

The flagpole was made so that the flags wouldn\'t have to wave in thin air. It consists of 16 vertices, 28 faces and 16*256 tga texture. It has no detail whatsoever.
Title:
Post by: Cherppow on June 24, 2004, 04:34:45 pm
Hello!

Oh man, look what they have done to my precious object lab! Ugh, all the moisture!

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Particles_Water.jpg)

Picture key:
Left wall - water drops, water from pipe & water splash (on the water surface)
Floor - water fountain
(For better view of the effects check the avi.)

Ok, it was my own fault. I was exploring the mysteries of particle effects and one thing led to another... suddenly i realized there was a fountain in the middle of the room! A bit later it was companied by few watering pipes and finally a splash effect. These are my first particle effects ever, so please laugh only after i have left the room ;)

The rusty pipe was added later and the effects work well without it. The water drops effect, for example, could  fit in any moist cavern ceiling. The fountain effect could be used in natural springs and the spash effect whenever something hits a water surface.

Technical data for the particle effects:
Water from pipe - 26 particles (total), line-shaped, per 50 frames
Water fountain - 50 particles, line, per 50 frames
Water drops - 3 particles, line, per 50 frames
Water splash - 26 particles, round, per 3 frames

(avi size: 56k, Codec: DivX 5.0.5 Codec)
http://www.hut.fi/~vrantapu/PlaneShift/VR_Particles_of_water.avi
Title:
Post by: Cherppow on June 25, 2004, 04:13:18 am
Hey.

I had to evacuate the object lab, so no pictures today. Animations instead. I did a little more tweaking with the particles and ended up with several simple effects.

All videos: DivX 5.0.5 Codec, 640*480 resolution, no sound.

Static Bolt - i tried to create a magical bolt of energy. Looks horrible if you ask me. ;)
http://www.hut.fi/~vrantapu/PlaneShift/VR_Static_bolt.avi (15k), 51 particles total.

Shiny blink - i imagined that gems and other noble subsances could have a small shimmering animation on them. Or maybe a knight in shining armor?
http://www.hut.fi/~vrantapu/PlaneShift/VR_Blink.avi (8k), 4 particles total.

Minor electrical discharge - The most fearsome magic in apprentice mages arsenal. Or maybe little extra detail for lightning strikes. Sparks could fly also when metals clash together...
http://www.hut.fi/~vrantapu/PlaneShift/VR_Spark.avi (17k), 10 particles total.

Flame - a simple fire effect for torch, campfire or candle. Maybe explosions could spread short time flames to the surrondings. Or maybe a special spell could rain down fire from the sky. Or how about a lava giant whose footprints burn for a while.
http://www.hut.fi/~vrantapu/PlaneShift/VR_Flame.avi(19k), 38 particles total.

Medium explosion - wannabe-alchemists worst enemy. Explosions may also be created by magical means.
http://www.hut.fi/~vrantapu/PlaneShift/VR_Explosion.avi (56k), 116 particles total.

Sub-spark explosion - Don\'t ask me what it is ;) Whenever too much energy is concentrated in one place and time, it will discharge violently.
http://www.hut.fi/~vrantapu/PlaneShift/VR_SubSpark_Expl.avi (197k), 224 particles total.

Any comments/advice welcome! :) Good night, i\'m off to bed.
Title:
Post by: Keldrena on August 22, 2004, 05:47:24 pm
Your stuff is wonderful. You need to be a dev.
Title:
Post by: josephoenix on August 22, 2004, 10:35:14 pm
(psst. look at the dates before you reply... that post was a month or two old...)

of course, Cherppow has been sleeping a long time. D\'you s\'pose he\'s hibernating? :P

He was invited to the dev team I think but I can\'t remember whether he accepted the offer. If he did it could very well be in this huge thread somewhere ...

josePhoenix
Title:
Post by: Cherppow on August 23, 2004, 01:54:18 am
Hi gyges.

Thanks Keldrena and josephoenix. No hibernation, but i\'m moving to a new apartment.

The thread is pretty old, but i\'m planning on continuing it when i get more spare time. And true, Vengeance invited me and i promised to send an application through PS homepage. As honoured as i was, and still am, i haven\'t sent the application yet. :) I\'ve been quite busy lately, with the moving and all, but i promise to send application when all the fuss is over. Their decision is, whether they still need my simple 3d models, or not. Hopefully they will, but if not, it means that i\'ll have more models to post here :)

Thanks for your interest. Be seeing you.
Title:
Post by: Toadhead on August 29, 2004, 12:44:55 pm
In my opninion the\'re a little bit \'too\' undetailed (most of the item, like the fruit) :/ And you\'ve used low poly, I don\'t think all these things would fit in PS, could you mke them abit more detailed? I would love to see that :)
But most of them look very cool, good job!
Title:
Post by: Cherppow on September 06, 2004, 09:48:59 pm
Hi there.

Thanks for the advice, Toadhead. I agree that they\'re low polygon objects. I\'ve intentionally kept the face count to minimum, as the objects would be very small in the game. Adding polys to the fruits won\'t be a problem, but i don\'t have the time right now... ok, i had the time ;) Basically, I doubled the polygons for all objects. Results follow, sorry for the heavy jpg compression.

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Foodmix_hi.jpg)
Title:
Post by: Karyuu on September 07, 2004, 12:10:18 am
I\'m getting hungry o_o
Title:
Post by: Cybio Kingfist on September 07, 2004, 09:21:35 pm
Omgwtf. Your stuff is awesome.
BeCoMe A dEv Or SuFfEr.


Quote
Originally posted by Cherppow
 I mean, anyone can make a ball with 3d editor, paint it orange and call it orange! It\'s a lot of fun doing the models though :)

I can\'t, if that makes you feel any better.

All I can make is a bright red octagon that appears when you push a button. >>;
Title:
Post by: Keldrena on September 08, 2004, 09:40:25 pm
Oh, cool! Looks fabulous.
Title:
Post by: Trianas on September 09, 2004, 08:34:41 am
i know this might be a big ask, but could you teach me blender?
Title:
Post by: Cherppow on September 13, 2004, 05:19:37 pm
Greetings!

 Thanks for the comments everybody, it\'s good to be back in the 3D business.

To Trianas: I may be able to post few guidelines or simple tutorial, but it\'ll take some time. Meanwhile, i suggest you go check http://www.blender3d.com for tutorials. They\'re pretty good and range all the way from beginner to expert. Your mace mesh looks good to me, it just needs a fancy texture.

Ok, let\'s see if i\'ve gotten all rusty with blender.

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Afterwater.jpg)

Picture key:

 Left -  \'generic heap of substance\'.
 Right - Bucket.
  (Sorry for the mess, object lab is still being repaired)

 Generic heap of substance is a small pile of certain material. I made 5 different textures for this; blue (ultramarine dust), green (green slime),brown (rubble), grey (coal) and yellow (gold). Additional textures can be created to represent any wanted substance. The mesh has 22 vertices and 40 triangle faces. Textures in the picture are all 128*128 tga format.

 Bucket is a cylinder shaped container, with one open end. So far the bucket has 2 different textures, one with rope handle, and one with iron. The handle is optional, and can be removed (see pic). Bucket has 40 vertices and 76 triangle faces. Handle has additional 29 vertices and 54 tri faces. If together, they count as 69 vertices and 130 triangles. Both use same 256*256 tga texture. (water/rubble not included)

That\'s it for now. Any comments & suggestions welcome!
Title:
Post by: Keldrena on September 13, 2004, 08:10:11 pm
Awsome! I\'ve been working on using Wings3d but I just can\'t get it right.
Title:
Post by: Trianas on September 14, 2004, 12:38:50 am
nah, my wings keeps stuffing up
Title:
Post by: Cherppow on September 19, 2004, 02:09:22 am
Greets!

I too have tried Wings3D, just to broaden my knowledge of 3D software. Still, i think the tutorial will be for Blender.
Ok, this is as far as i\'ve got with the tutorial...

(http://www.hut.fi/~vrantapu/PlaneShift/VR_Pouch.jpg)

I\'ve selected pouch to be the mesh created in the tutorial. Umm, and that\'s all. More to come. ;)
Title:
Post by: Cherppow on September 26, 2004, 02:17:21 am
Be greeted everyone!

The tutorial is ready for public. Took some work, but i hope someone finds it useful. I also added 2 new \'generic heap of substance\' textures (see up).

Blender tutorial to PS modeling:
http://www.hut.fi/~vrantapu/PlaneShift/BlenderHelp/VR_Blender_help.html
Title:
Post by: icebr4kr on September 26, 2004, 03:09:06 am
Very nice work, but it doesn\'t work in Firefox :\'(
Title:
Post by: Cherppow on September 27, 2004, 12:06:13 am
Thanks for the warning, icebr4kr. The pictures should now work properly.
Title:
Post by: Cherppow on September 29, 2004, 06:20:00 am
Hey.

Something simple again.
(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Pan_Gold.jpg)

Gold washing pan.  It\'s used for prospecting and washing gold from sand. Using it requires a river or other body of water. Washing gold is hard work, and it often pays off nothing. Finding a gold vein is like winning in lottery, but most people find less noble metals, or just few grains of gold. Still, it\'s a very cheap hobby.

The pan has 56 triangle faces and a 256*256 tga texture.

Bobby has some more gold prospecting equipment at the LWW, visit http://lww.demon-host.com/ if you\'re interested.
Title:
Post by: Cherppow on October 21, 2004, 01:01:37 pm
Greets everyone!

Here\'s my first try with the bones.

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Creature_Worm_Subdiv.jpg)

A Worm. Diversity is great; some worms live underground and help decay dead animal carcases, while others spend their time eating unsuspecting greenhouse keepers precious plants. These larva may later on morph into butterfly or hideous carnivore. Worms can be found almost any size. Large individuals may resemble snakes more than worms, and even larger are often called vipers.

Here are 3 worms (textures) that i created:

- Bush larva (Green) -
Size: 1-10cm

Food: green leaves
Habitat: forests, fields
Habits: eating, crawling around
Creature threat: none

Technical info: 96 triangle faces, 6 bones, 512x128 tga texture


- Blood worm (red) -
Size: 10-60cm

Food: blood, carcases, living animals
Habitat: moist caves, near bodies of water
Habits: hunting, nesting, leeching, crawling around
Creature threat: narrow

Technical info: 96 triangle faces, 6 bones, 512x128 tga texture


- Dim snake (eyed) -
Size: 50-100cm

Food: living mammals
Habitat: dark caves, holes
Habits: sleeping, lurking
Creature threat: adequate

Technical info: 96 triangle faces, 6 bones, 512x128 tga texture

In addition, i made a moving animation, but it\'s too big to upload. :I Please note: The picture above was taken with level 1 Catmull-Clark subdivision surface. (divides faces into four, considerably rounding angles.)
Title: what image program
Post by: JellyWerker on October 22, 2004, 10:54:25 pm
What image program do you use, because I can make some pretty good low poly models, but my textures are never as good as yours, so how do you make your textures?

Post Script: Are you using Linux?
Title: my models
Post by: JellyWerker on October 23, 2004, 08:01:57 pm
Here are some of my non rendered low-poly blender models.

http://jellywerker.cjb.cc/
A paintbrush,

A ladle,

And a mushroom.

They all have less than 30 polygons, but I don\'t think they have been converted to triangles yet (at least not all faces) I would have rendered them, but my render is messed up for some reason.
Anyway, I studied how cherppow made his models low-poly, and tried to use the same techniques. Please critique.

Edit: The paintbrush has 12 faces,
the ladle has 27 faces,
and the mushroom has 26
Title:
Post by: ArcaneFalcon on October 23, 2004, 09:52:18 pm
As a most wonderful website says: 404\'ed!  All of those links are bad.  Are you sure you have a sub domain?  

Also, make sure you are counting triangle faces and not quad or larger faces, \'cause a cube alone has 12 triangle faces.  Obviously I haven\'t seen your paintbrush, but I have an idea it has more than 12 faces.

:emerald:

Edit: Is this thread for anyone\'s simple 3d models, or just cherppows?  Not that I\'m saying it was bad to post here jellywerker, but I\'ll post something here in a bit if it is the previous case.

:emerald:
Title: sorry
Post by: JellyWerker on October 23, 2004, 10:32:22 pm
Sorry about the links, I redid the post and now it works, it just links to my site where the pictures are posted. (don\' say anything about my site, it sucks, I know. The real site is on the way.)
Title:
Post by: ArcaneFalcon on October 24, 2004, 05:11:17 am
That\'s not bad.  The paintbrush has 18 triangle faces though (each 4 sided poly is 2 triangle polys).  I didn\'t count the others.  On the ladel, see if you can make the connection between the handle and the cup part to be more than 1 vertex wide.  It looks kind of...weak.  Also, the skins aren\'t bad for a base skin, but see if you can add some details to them.  Overall pretty good though.
Title: anyones models
Post by: JellyWerker on October 24, 2004, 05:35:46 pm
I think it is for anyones models, seeing as the title is simple 3d models, not my simple 3d models or cherppows simple 3d models. About the ladle, I will try and make the connection bigger.
Title:
Post by: Cherppow on November 04, 2004, 02:10:08 pm
Greetings!

No models this time, sorry. But i\'m working on something. ;) The thread has for now only showed strange Cherppow\'s models... but as long as the posts fit under simple 3d models category, everyone is welcome to post, ArcaneFalcon in particular. Although this thread is getting a bit long, and i doubt that anyone has actually read it through anytime recently. I know i haven\'t!

   To JellyWerker: Your models looked good. They\'re everyday objects, and don\'t hog on polygons. Maybe they need a little finishing touch though, just like ArcaneFalcon mentioned. Try to make the textures a little more \'dirty\'. Mess them up a bit with darken, burn, or airbrush tools. (in real world, everything has flaws)
   To convert all faces to triangles, select all faces in edit mode and select Edit-Faces-Convert to triangles (ctrl+T)

Ps. At the time being it\'s still good old windows.

   I\'ve used Paint Shop Pro 6 and Gimp 2 for textures. First i like to create a rough texture, then apply it to the model. After seeing how the texture fits to the surface, it\'s easy to add more detail.

The application to PS team is finally being generated. I\'ll propably send it after CB is released, as i\'m sure they\'ll have their swift hands full of work right now.
Title: thanks
Post by: JellyWerker on November 06, 2004, 10:40:23 pm
Thanks for the tips Cherppow, I use The Gimp 1.2.3, and can tweak it for all it is worth, so it does whatever I need, and I am working on new textures. I am thinking of making a display room similar to yours. Also, no offense, but I figured out how to convert faces and count them a few weeks ago.
Title:
Post by: Krahan on November 08, 2004, 02:42:14 am
gimp? i tried to down;oad it because i want to contribute my 2d art but it won\'t work...it\'s being strange....anyways...back to the topic
Title:
Post by: ArcaneFalcon on November 08, 2004, 04:13:22 am
You probably didn\'t download and install the GTK+ 2 runtime environment to go with the gimp installation.  Go to this website (http://gimp-win.sourceforge.net/stable.html) to download both the gimp and the GTK environment.

:emerald:
Title:
Post by: Verser on November 14, 2004, 05:08:25 am
Greetings all,

I have two questions that I would like to ask.
First, I have a question for Cherppow; Did any of your designs get used in Crystal Blue?
Second, I am wondering how one might get a poly count in Blender.

Thanks,
Cheers.
Title:
Post by: JellyWerker on November 14, 2004, 05:36:15 am
Verser, to get a polycount in blender, in edit mode go to edit, the to faces, then click convert quads to triangles, then look in the top right hand corner and there should be a face and vertice count.
Title:
Post by: Cherppow on November 28, 2004, 06:14:16 pm
Greets.

To Verser: Nope, i haven\'t done anything for CB. I\'m just a regular wannabe, like the most of us! :) Our helpful JellyWerker already answered to the second one, a good thing that is, because my answer comes very very late :) When counting polygons keep in mind that polygons can be triangles, quads, and so on. Also if you want to be accurate, i\'d recommend converting all the faces to triangles before getting polygon count. This way all the triangles will be counted and there won\'t be any misunderstandings.

Here is some of my recent creations. The room was getting a bit messy, so cleaning was in place.
(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Plants.jpg)

Plants from all around Yliakum. Models include:

Flower (on the shelf) - very simple plant model, consisting of two planes. There are 3 different textures, yellow (sunspot), red (ticklemaid) and black (grey boon). All the textures are 64*128 tga. I may yet find a way to optimize that a bit. The flower can be separated from the rest of the plant, allowing deployment of both separately.

(3D flowers have 3 different models)
3D Flowers I - moderately simple plant model, that consists of one leaf, leg and the actual flower. 25 triangles. All of the parts can be separated, mixed and combined as wanted. I made 3 textures for this one. Let\'s name them; white (sunsmile), red (loveleaf), violet (duskwind). The texture got fitted into 64*64 tga. Ps. thanks to ArcaneFalcon for the tip!

3D Flowers II - another plant model with 26 triangles. It\'s actually just a modification of the first one, featuring bud-like shape of the flower. I made 2 textures: brown (swamp pike) and green (generic bud). They\'re the same 64*64 tga as in the original one.

3D Flowers III - Rose style flower. I tried to recapture the elegance and beauty of the red rose. Model has 32 triangle faces. Only the red rose texture available for this model. Texture size is the usual 64*64 and format is tga.

Flowerpot - an alternative growing ground for plants. 128*256 tga texture. All the plants here can be separated from the pot and set to grow on soil instead.(except for the dried branches which don\'t grow anywhere!)

Thinleaf - a cave plant that survives on very little water, and light. Its leaves lack the green chlorophyl, and are very small, because the Thinleaf is able to chemically turn water and carbon dioxide into sugar and oxygen. Texture is 64*128 tga.

Trekweed - A common roadside plant. It can cover large fields if the habitat is suitable. Trekweed enjoys a lot of sunlight and warmth. It\'s not too needy with water supply. Trekweed is quite known for its ability to regrow its leaves very fast, and it\'s commonly used as a component for healing potions. It\'s root is poisonous, however. 64*128 tga texture.

Tickwood - Tickwood is a small tree. Far relative of cypress, as peek into Jayoses\' library reveals. It has earned its name because a certain specie of ticks breed under tickwoods leaves. Luckily these ticks have no lust for human blood, but hunt for bigger prey; elks and alike. Tickwood grows in forests and plains. Texture: 64*256 tga.

Bare sticks - Someone has been lazy watering her houseplants. Can also be moved from the pot to ground. Dead trees and branches could help create an eerie atmosphere deep in caves or in the heart of a dark forest. If nothing else, it serves as an adequate firewood. 128*128 tga.

Nub cactus - A keg of water just when you need it; in the desert. Nub cacti grow in dry and hot environment. The plants surface is coated with protecting wax, that keeps it from burning and prevents dehydration. It can also store admirable amounts of water in its fat trunk. It may be spiky, but it can save your life out there. A Nub cactus can also be thrown at aggressors.

Woodflower - Woodflower is actually neither a flower nor a tree, it\'s a bush. Its branches are flat and their configuration resembles a big flower, but if you touch them, you can verify that they\'re covered with bark. The woodflower has no leaves, and photosynthesis takes place in its branches. Comparing to conventional plants the woodflower has very little chlorophyl, and the assimilation reaction is very slow. This results in woodflowers slow growth rate. 128*128 tga again.

Carrot - Just in case Karyuu gets hungry again. ;) Texture: 128*128 tga.

Cones - For the squirrels! Added and modified later, the cones now have 30 triangles and a lighter 64*64 tga texture. The contrast with the white floor still makes them a bit dark though.

Thanks for reading!
Title:
Post by: Keldrena on November 28, 2004, 08:13:01 pm
Wonderful, once again, Cherppow.
Title:
Post by: Zellgadess on November 28, 2004, 11:18:12 pm
The flowerpot is 60 tira and the flower with the flowerpot is 4 tira :P

awsome stuff cherppow, keep up the good work! :D
Title:
Post by: ArcaneFalcon on November 30, 2004, 02:09:03 am
Looks great Cherppow, though I\'m not too keen on the 4 triangle flowers.  The trasparency is fine, but I\'d personally be willing to sacrifice some polys for a non-flat flower.  I think that with 20-30 polys (which is still definitely acceptable) it could look way better.  Also, how is that flower pot 60 tris?  I can only find 48 (maybe add another 8 for the surface soil, but that\'s still only 56).  Other than that everything looks pretty sweet!

:emerald:
Title:
Post by: JellyWerker on November 30, 2004, 07:41:21 pm
You do it again CHerppow, very nice, and low poly too, oh my! What will you do next? 200 poly characters that look real? Anyway\'s, great modeling agian, I am still honing my skills, but have not updated my website lately.
Title:
Post by: Cherppow on December 02, 2004, 05:03:04 am
Hello.

Thanks everyone!

To ArcaneFalcon: Same here, i didn\'t like the flowers too much. So i took your advice and created another flower model. Better than the first, i think, but nothing spectacular. Later on, i added third flower model, that has 26 triangles and 2 different skins.
   As you propably figured out, the pot has 8 sides that each have 3*2 tri faces, 48 triangles total. In addition it has 6 tri soil and 6 tri base. I updated the pot texture. Some of the soil was removed to give room for unique bottom texture.
Title:
Post by: ArcaneFalcon on December 03, 2004, 04:38:20 am
The new flowers look very good, great work!

The carrot and cones also look good.  Did you just add those, or am I that unobservative?

:emerald:
Title:
Post by: Shadowfalcon on December 03, 2004, 07:58:37 am
Ha ha, I think Arcane needs his vision checked :P
Title:
Post by: Nikolia on December 03, 2004, 10:07:44 am
Hey Cherppow I love your work!
My favourite out of all the ones you posted would
have to be the tools gallery and the mushrooms.
Thanks for posting a tutorial it gives other people a chance
to learn and understand how things work and how to do
things. Alot of this stuff would look good in the game
have you tried making any weapons like Katanas, Axes, Bows, Longswords? that would be cooool :)

Good job on your work, it looks really good keep them coming
Title:
Post by: Cherppow on December 04, 2004, 04:35:19 am
Greetings fellow Planeshifters.

To ArcaneFalcon: Nothing wrong with the falcons\' sight; the items were added with the new flowers. Personally i don\'t like the cones. They\'re too dark and too angular. At first i didn\'t think them as real models, just something to fill the floor with, but now that you mentioned it, i gave them a label. :P

To Nikolia: Thanks! I hope the tutorial helps someone someday. It doesn\'t tell that much though, so one can always ask if problems arise. I haven\'t been doing weapons for some time, i think they\'ll propably have everything under that category that they need for now. I made a battle hammer once, it should still be somewhere around here... Ah, found it. Well, now that you asked, i got an inspiration (while looking at your signature) and made some friends for the hammer.

Ps. If you like katanas, i strongly recommend checking out FredrikH\'s posts! Eg. http://www.planeshift3d.com/wbboard/thread.php?threadid=8798&boardid=22

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Weapons.jpg)

Hammer - one of my early models. Heavy hammer was originally a working tool, for clearing out unwanted buildings and such. Later on some burly adventurers adapted it to combat use. In the battlefield, heavy hammer is a grim sight and can devastate an unweary enemy with single swing. It has earned its respect by the exceptional ability to mold metal into shapeless rubble.  A heavy hammer is best suited for those who find themselves battling against heavily armored enemy. Due to lack of blades, which often get dull with time, the hammer also has good durability. Its drawbacks are slow attack speed and high strength and experience requirement. Texture seems to be a 256*128 jpg.

Shield - Engraved kite shield. Made of solid metal plate pressed into form of kite. Kite shields offer good protection while sacrificing only a little mobility. Usually worn by swordsmen on their free hand. Used texture is 128*256 tga.

Titan axe - The titan Belisarius walked forward. After defeating most of the nation single handedly, the horrid creature was thought to be invincible in combat. Horses were thrown into air, with armoured knights still sitting on their backs, as the titans massive axe swung from side to side. No matter how many spears hung in Belisarius\' hulking body, its trek could not be stopped. The bloodbath saw no end until Knight lord Bradley, raged from the loss of all his brothers, charged towards Belisarius totally unarmed. Titans snotty laugh echoed over the bloody plains only seconds before the Knight lord managed to ply the titan axe from Belisarius\' hand and cleaved his skull open. (note: history knows Belisarius Flavius as a Byzantine general.)

I imagined the titan axe to be just an ordinary axe, with exceptional size. Its weight and size prevents any lesser beings from using it, and even very strong humans have trouble wielding it. Although titans may have used this as single handed weapon, humans and their kin certainly have to grab it with both hands. Needless to say, weapon inflicts tremendous damage, should it ever hit a target. The weapon rack on the back wall shows the axes intended size. 256*512 tga Texture.

Cleaver - Another type of axe with a long single-edge blade. Shape of the blade proves that this is purely a combat weapon. Judging from the color, looks like it is made of refined steel. Although much lighter than the previous axe, this too is intended to be a two-handed weapon. In battle, it is pretty swift for an axe of its size, and still delivers a considerable punch. One should avoid heavily armored enemies though, as the axes reduced weight also reduces its armor piercing ability. I wasn\'t completely satisfied with the wooden shaft, it looked too weak, so i changed it to metal one. Texture is 128*256 tga.

Ok, that\'s enough weapons for this year, let\'s all be really nice from now on. We don\'t want to anger Santa, no we don\'t! :)

Ps. I added some textures to my older posts, such as the butterflies and herbs, see pages 2 and 3 if you\'re interested.
Title:
Post by: Trianas on December 06, 2004, 08:03:56 am
all i can say is :O....
Title:
Post by: Dameon on December 06, 2004, 04:20:27 pm
Not sure how I feel about the hammer (but like you said, it was one of your earlier models), but I absolutely love the shield and axe. I love that little detail you did with the white fur below the blade. It just adds so much to it.
Title:
Post by: Cherppow on December 08, 2004, 06:23:43 am
Hello.

JellyWerker spoke earlier of 200 poly character, and old me got interested. I decided to try what the result would be if one had to create such. After several hours of work I had cheated twice, yet still succeeded in a way. First, the creature that i created, is not a playable character in PlaneShift (though it might be an interesting idea), but rather some npc humanoid. Second, it does have 166 polygons... but 234 triangles.

Well, anyway, here it is.

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Gretchin.jpg)

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Gretchin_Hi.jpg)

Gretchin - Tricky imp of the forest. Gretchins are small humanoids that seldom grow over 120cm tall. As expected, they\'re not very strong or intelligent. What they lack in combat ability, thay gain in numbers. Gretchins travel in clans of 5-10 individuals, so if you manage to overcome one, be prepared for a few more. They live in hunter-gatherer society somewhere in the forests, but sometimes they make hunting patrols to the open. Generally gretchins take anything they can find, but magical items seem to interest them the most. However, their lack of intelligence prevents them from using most of such items. A wise gretchin once succeeded in setting himself on fire with a wand of flame.

There are now 2 models of the gretchin. I posted them both here, to make them easy to compare. They differ mainly in polygon count. Most of the new polygons got added to the face and belly regions, but some were distributed around the model. The newer (520 tri) version uses texture transparency on few places, so they use different textures too. Both Textures are 512*512 tga. The model now has complete skeleton. The ears have own bones, so they can be moved independently if wanted.

I\'m pretty inexperienced with the bones, so as you can see, some of the joints look rather unnatural. Generally the joints tend to get too thin whenever rotated.

Any comments welcome! :)
Title:
Post by: ArcaneFalcon on December 08, 2004, 09:35:38 am
It\'s good, yes, but too low poly I think.  It\'s one thing to try to keep the poly count low, but it\'s another thing to chop details off your model to keep the poly count low.  Try adding things like flare on the pants, more detail to the face (eye sockets/nose), rounder ears, rounder shoulders, rounder belly, and a less pointy hat (unless it was meant to be pointy).  The skin needs a bit more detail as well I think (Edit: work on the eyes a bit?).  It truely is a good model and skin, but it just isn\'t convincing (and that\'s the key).  With 400 tris (still acceptable for a character of this size I think) and a bit of a re-worked skin I think you could have yourself a pretty sweet character.  Keep in mind these are my opinions and even if left alone Mr. Gretchin will continue to look great!

:emerald:
Title:
Post by: Toadhead on December 08, 2004, 09:21:57 pm
The lower the poly, the faster the game (more framerates). However I prefer a game thats a bit slower but has a good look than a super fast game with ugly graphics :)

I mean as soon as PS is finished we all have a NASA Supercomputer at our home :)
Title:
Post by: Nikolia on December 09, 2004, 12:02:39 am
No, we dont all have \"Nasa super computers\" at our home.
Too many people get carried away by graphics these days
it\'s like an all time new lameness. Today Games wont sell
no matter how great they are they have convex volumetric fog rendering and bilinear interpolated textures.
Since when did it become acceptable for 30% of your system\'s resources to be devoted to rendering shadows, atmospheric scattering, ambient light effects, and all this other superfluous ******** that game coders keep adding to their engines so they can win some imaginary contest?


[Edit by Moogie: Watch your language please]
Title:
Post by: JellyWerker on December 09, 2004, 08:23:25 pm
nice cherppow, I like it, now see what it can be at say, 350 poly\'s or 600 triangular faces, I like the idea though, little imp. ( say, could I give you a pic of my little sisters face as a texture for the head, fits the description of little imp perfectly...)

Edit: and Nikolia, toadhead means that in 10 years or more, we will have nasa equivalent pc at home, ps is open source, so it will be in \"development\" for a long time, even if the game is playable and such.

Edit 2: I just thought about this as I was playing Zelda: OoT, the imp looks very much like those models. Porting ps with cherppows models to the n64... hmmm... it has online capabilities... hmmm...
Title:
Post by: ArcaneFalcon on December 10, 2004, 08:18:27 am
Quote
Since when did it become acceptable for 30% of your system\'s resources to be devoted to rendering shadows, atmospheric scattering, ambient light effects, and all this other superfluous ******** that game coders keep adding to their engines so they can win some imaginary contest?
Nikolia: Apparently you\'ve never played Doom 3 on a high end system.

:emerald:
Title:
Post by: JellyWerker on December 11, 2004, 01:49:38 am
I have arcane, played it on a p4 overclocked to 4.9ghz, with the radeon 9800, and it is b-e-a-utiful. there are some truly awesome graphics in that game. Anyways, back to the subject, simple 3d models.
Title:
Post by: WiseKran on December 11, 2004, 02:13:34 am
cherppow, if you are not a dev, you better apply soon, or we will all kick you!

?\\-\\?????vv ?\\/\\//\\/? ?$ ?|| ?t 3?     |-|?? \\/\\/0?l? ?? ??
Title:
Post by: JellyWerker on December 11, 2004, 02:57:28 am
what can I amke cherppow, that you haven\'t?
Title:
Post by: Cherppow on December 12, 2004, 03:49:06 am
Hello everybody.

Thanks again for the comments and advice!

To WiseKran: Oh, no, don\'t kick me, i\'m just a cool newbie! ;)

To JellyWerker: Let\'s see... what would PS devs need... what would PS need... I have always wanted to see this certain feature in an online rpg. Playable instruments. If anyone remembers Ultima 5, where you could play piano with number keys, and actually hear the tune. What if other players (up to a certain distance away) could hear your play too? Instruments could include: piano, mandolin, hand drums, panpipe*, horn*, xylophone, flute, bells, harp...  

*this one i have done

The client software could have digitized sounds of various instruments in it. These are then played at different pitch, depending on what note the player played. I admit that this feature could be used to annoy other players, so a client should also be able to disable these instrument sounds if wanted.

Anyway, if none of those instruments caught your eye, you could try modeling: grave, crystal ball with pedastal, special playing cards deck, grandfathers clock, signpost, totem, stump, ruined wall, loose boot, wooden ladder, fireplace poker, rye bread with hole, cooking equipment, block of hay, small gem casket with decoration, candle with holder, decorative pillow, crooked walking staff, empty quiver, hoe, hanging vines, painting with borders, decorative vase, horseshoe, bolt of cloth... or anything that could fit PS middle age environment. :)


A little update. (see previous post)
Bye for now!
Title:
Post by: ArcaneFalcon on December 12, 2004, 04:49:05 am
One word: fabulicious!  Very nice stuff.  I especially like the transparency on the ears and all the rounding you did.  Massive kudos!  Nice work with the rigging as well!

:emerald:
Title:
Post by: JellyWerker on December 14, 2004, 04:11:41 am
sorry for the long reply, thanks Cherppow, I will work on that, maybe starting with the horns and lutes (medeival mandolin), check responses, and continue on to the larger stuff.
Title:
Post by: Bjorn on December 14, 2004, 10:21:18 pm
Yes, It\'s wonderful work!
Title:
Post by: JellyWerker on December 16, 2004, 06:41:07 pm
I had an idea, I know it is a large undertaking, but howabout a carillon, like from cast in bronze, they are awesome, that and maybe a pipe organ, these would have more faces, possibly up to 2000, because not everyone would keep a carillon in their pocket, they would be kinda of like monuments, one or two in the whole city. Also, how do you do the transparency like you do? I need it for the lute, I am goint to make a two-sided polygon for the strings, with the texture on tope, how would I amke in-between them transparent, this is also needed for the tuning pegs. Please reply soon, I need to know.
Title:
Post by: Cherppow on December 16, 2004, 10:15:52 pm
Greets.

Thanks for your interest everybody.

To JellyWerker: Good idea these monumental instruments. Maybe a huge playable could be used to signal eg when a town is under attack. Like a grand war horn.

Ah, transparency. I guess that would be good subject for a tutorial. But if you need it quick, i\'ll try to explain it right away. What i\'ve used on my models is texture alpha transparency. This means i use the texture not only to affect the color of the surface, but also to define its degree of transparency. The steps that must be done:

1. Create a texture that supports transparency (at least png & tga do)
2. Use your favourite imaging program to create and save alpha channel on the texture file.
3. Load the texture onto your model just like you always do
4. In Blender texture buttons window (F6) add your image as texture and click the UseAlpha-button.
5. In the material buttons window (F5) slide the A slider below the 3 RGB sliders to 0. (see the effects in preview window)
6. Go to material buttons-Texture-Map To. Click the Alpha button once. (clicking it twice will set negative transparency)
7. Finally go to material buttons-Shaders-Mirror Transparency. There click the ZTransp button, which enables blender to draw objects that are behind the transparent faces. (the faces now render as transparent)

In addition, if you want to see the transparency in the editor and not only in the rendered image:

8. Go to UV Face Select mode and Editing window (F9). Select the wanted face. Look at the Texture face section: there is Opaque-button pressed down. Press the Alpha button near it. You now see the transparency in the 3d view.

Note: You may also want to turn the face shadeless, untraceable and unable to receive shadows.

There is also another way of using texture alpha transparency, without actually having to create a texture with alpha channel. But maybe i\'ll leave that to the tutorial? If i can find time to do one that is. :)

Note 2: The PS engine does not draw the back of the transparent face, also you\'ll have to create similar face behind it, that looks the other direction. If you want the back side to show that is.

Hmm, this page looked too dull without any pics. Here\'s a quick solution:

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Books.jpg)

Some books. I agree that J\'s library is already full of them, but i thought they might need some individual books as quest items or for other special purposes. There are four 256*128 textures: brown (basic book), green (book of alchemical recipes), black (a novel) and red (novice spellbook). Book model includes the bookmark lace, but it can be removed if wanted.

Open book model added. It uses same texture as the original book, plus an extra 256*128 tga for the text and inner pages. It\'s also fairly simple to close the open book a bit if you want half open book instead.

Thanks for reading.
Title:
Post by: JellyWerker on December 16, 2004, 11:03:39 pm
ahh, thank you, I will have the lute pics up in a few days, then I will start on the grand horn and maybe the carillon
Title:
Post by: JellyWerker on December 17, 2004, 09:18:07 pm
make an open one please.
Title:
Post by: ArcaneFalcon on December 19, 2004, 02:42:34 am
Grood.  I mean good.  And great.  Great and good!

:emerald:
Title:
Post by: JellyWerker on December 19, 2004, 02:47:52 am
and you mean homestarrunner teen girl squad (cheesy music playing.)
Ok, back to subject, I really am working on the models, I am just busy, so expect them...    ...soon, I will hopefully have the lute in a week, sorryo for the delay.
Title:
Post by: swift on December 19, 2004, 02:48:26 am
Nice!

I can\'t wait to see more models !
Title:
Post by: Cherppow on December 20, 2004, 02:34:52 am
Greetings!

The transparency tutorial is ready for public. Hopefully it is of some use. Please post any errors you find or other notes here at PlaneShift forums.

Blender tutorial to PS modeling with transparency:
http://www.hut.fi/~vrantapu/PlaneShift/BlenderHelp/Transparency/VR_Blender_transparency.html

(http://www.hut.fi/~vrantapu/PlaneShift/Henceforth.jpg)

\'Tis be an honour!
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Post by: JellyWerker on December 21, 2004, 05:22:47 am
awesome, thanks cherppow, it helps a lot, I was trying to do the built-into image alpha map and it wasn\'t workin! so thanks for the help, now go model a couch for the pillows, that would be cool. (or I will : ) )
Title:
Post by: Nikolia on December 22, 2004, 03:30:46 am
No, I have played Doom
(http://img155.exs.cx/img155/645/doomshweeetbg1fy.jpg)

Edit: Oh yeah sorry back to the subject Cherppow is so cool!
He\'s the most usefull person on These forums, He has made
the most models for the game on the forums. The most page views
most 3D tutorials and has just been the greatest person on Ps
I hope to see you as an Admin or Member Cherppow your
really devoted and I can see 3D Modeling and texuring is a
passion to you. so you should keep it up! -ciao for now
Title:
Post by: Cherppow on December 24, 2004, 06:13:08 pm
Hello!

Thanks for the comments JellyWerker and Nikolia! I\'m still far from Kintall\'s views. Oh, i miss his work, hopefully he returns one day. I miss the other artists too who have been too busy testing CB to post any of their gorgeous work, Karyuu, Zeraph, ArcaneFalcon & many others... :)

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Christmas2004.jpg)

Merry Christmas everyone!
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Post by: JellyWerker on December 24, 2004, 08:23:29 pm
nice cherppow, very nice, and it fits the season indeed. I am done with lute model, working on the texture, I am starting to get reference material for the carillon.
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Post by: JellyWerker on December 26, 2004, 08:44:30 pm
my lut texture is ugly, it needs help, so I am redoing it. (again, for the 5th time. whaaa)
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Post by: Nikolia on December 27, 2004, 02:47:33 pm
lol, none like my Doom Graphic I made? ... :(
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Post by: Krillen on December 27, 2004, 07:55:46 pm
I did, I laughed. Nice work by the way Cherpow
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Post by: JellyWerker on December 27, 2004, 08:12:15 pm
ok, I abandoned the lute for a greater 2d artist such as cherppow, but I am working on birds now. (I had chickens, quail, and other things for many years, so they are something I know how to texture.) I was going to try and make a pheasant, a sparrow, a robin, a seagull, a chicken hen/rooster and chicks, a crow, a hawk, and an eagle/ or albatross. If I get them to look good, I will post.

Also, I am getting some stock pictures of the carillon, there are few resources on the web, so I sent of for some to frank dellapenna, the owner of the only \"portable\" carillon in the us.
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Post by: Cherppow on December 29, 2004, 03:07:22 am
Hello and sorry,

i\'ve been lazy, so we\'ll have to wait until 2005 for any new 3d models.

Thanks for reading!

To JellyWerker: feel free to post pics of models even if they\'re not textured. People may be able to give you good tips about texturing. Or someone may want to create a texture for you. :) The birds sound good too though.

To Nikolia: The green guy is hilarious! I was thinking of making a (very) low detail version of it. We may not have seen the last of him ;)

To Krillen: Thank you. And sorry for not posting any new pics this time. The real reason why i haven\'t done anything is that i\'ve been exploring the world of Crystal Blue. See you there!
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Post by: JellyWerker on December 29, 2004, 08:44:34 pm
ok, here are some untextured models oof mine, the lute isn\'t quite done, I need to redo the head I believe. Here they are, first the lute:

rendered
(http://img.photobucket.com/albums/v504/jellywerker/luteuntex.jpg)

wire
(http://img.photobucket.com/albums/v504/jellywerker/luteuntexwire.jpg)

And a pheasant model, still think the head needs work.

rendered
(http://img.photobucket.com/albums/v504/jellywerker/pheasantuntex.jpg)

wire
(http://img.photobucket.com/albums/v504/jellywerker/pheasantuntexwire.jpg)

It would be nice if a talented 2d artist could make some textures for me, I would appreciate it greatly.
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Post by: Enter_the_Xero on December 30, 2004, 01:32:01 am
I think that those models need more details, more polygons, but that is just my own opinion... nice work tho!
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Post by: Cherppow on December 30, 2004, 03:09:15 am
Greets.

I think they both look good, especially the bird. I would be willing to sacrifice few polygons to round the lute body a little. You also need to join the body and neck so that there are no intersecting faces. Just select vertices from the ends you want to join and press F to add a face. Remember to delete any faces that are left inside the model.

Aha, here\'s what i have made for you. (http://www.hut.fi/~vrantapu/PlaneShift/VR_Lute_texture.jpg)

A 256*128 lute texture that i made in haste. The configuration is somewhat ...special ;) , but you should be able to fit it to your model. It has no transparency for now, that can be added later.

Oh, and it seems that i lied about not making models until 2005. The book now has an open variant.
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Post by: JellyWerker on December 30, 2004, 03:47:29 am
Cherppow, you are AWESOME, thanks you, I will round out the lute and apply the texture.
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Post by: JellyWerker on December 30, 2004, 04:35:29 am
I am learning a lot from that texture, first off, I never made my textures while taking into account blenders auto smoothing features, and I never new they could look so good and detailed while being so simple. Thanks very much.
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Post by: Kixie on December 30, 2004, 04:54:20 am
Good for someone new, but you need ALOT more polygons. Also the lute has 6-12 strings, not 4. Try and making a small impresson of a hole in the middle to match the design Cherppow made you, also. Maybe add some simple polys to the tightening handles (played guitar for 6 years and can\'t even remember what the parts of the guitar are called :P) and generally some more polys to the \"pot belly\" of the guiar. Just oppinions here, in no way shape or form am I an expert on the subject.

**EDIT** nevermind about the string count, see ya got 6 there.
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Post by: Frarda on December 30, 2004, 06:14:07 pm
Quote
Originally posted by whemyfield
tightening handles (played guitar for 6 years and can\'t even remember what the parts of the guitar are called :P)


Machine Heads
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Post by: JellyWerker on December 30, 2004, 08:15:42 pm
I must have been thinking of another medieval instrument, because it had 3
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Post by: Black_rose on December 31, 2004, 11:24:11 am
they could probably be a good make shift weapon to :D

*remembers sean of the dead*;(
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Post by: JellyWerker on January 01, 2005, 12:15:36 am
AAAARGH!!! Freaking evil computer! My pc just crashed while working on a yafray project, all my beautifull (ya right:) ) files, gone, gone!! EVIL I tell you! EVIL! So, umm, no lute, or anything else, I will start doing some new models soon though, maybe try to take up where I left off on the bird models, since I had only finished one, well, I am on a live cd right now (morphix lite gui rocks) better go and reinstall red hat 9, see ya later.
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Post by: JellyWerker on January 01, 2005, 02:23:32 am
Well, I got my system reinstalled, but I lost all my files, but I have reinstalled blender and yafray and I decided to get wings3d and check it out, it is pretty cool. I won\'t be using it for ps stuf though.
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Post by: JellyWerker on January 03, 2005, 02:13:32 am
So cherppow, home from the holidays yet, I have been working on some new models. Coming soon if my computer doesn\'t crash again.

Post Script: bump bump
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Post by: Cherppow on January 04, 2005, 02:09:55 am
Hey people!

Thanks for the views! ;)

To JellyWerker: I\'m still staying at my family. Propably returning in a week. Yipes, dangerous things these hard drives. I haven\'t taken a backup copy of any of my models ;) thin ice?


I\'m not at my own workstation, but i was able to create a simple ring. Inspired by the ring of the past that looks like a bottle.

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Rings.jpg)

As the object didn\'t take too much time to model, i was able to spend more time creating textures. The ring uses 128*16 texture and there are 21 different variations. The dumb thing is that you\'ll have to look very close to make anything out of these textures. :( A minus for me for poor planning.

Textures are (from left to right):
(back row) bone clasp, magical violet, divided steel, plain wood, plain iron, purple stone, pearl.
(middle row) pale gothic, gemmed red stone, crystal, watery clay, tiger gold, branched green, plain gold.
(front row) green limestone, engraved gold, dark ash, lava, red line wrap, marble, solid silver.

I added low detail version of the ring. It uses same textures as the original ring, but has 2/3 of its faces.
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Post by: Enter_the_Xero on January 04, 2005, 02:35:05 am
If those are gonna be small rings worn by players, that seems to be a high polycount... I like the textures, nice work!
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Post by: Fiere on January 04, 2005, 04:25:12 am
I like the black and grey one second back all the way to the left.

.

.

.

*snatches it while no one is looking*

Ooh for me? Thanks! :]
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Post by: Cherppow on January 04, 2005, 07:15:22 pm
Hi!

To Enter_the_Xero: True. Though I\'m not sure if, in PS, you\'ll ever be able to see every ring that a player is wearing. Still 96 tri is pretty high for a ring, were it on somebodys finger or just lying on the ground. So i did a more low polygon version. Thanks for the tip! :)

To Fiere: I hope i removed the right one (see the rings post). ;)

- Edit -

Sneak modeling attack!
(For more information about Sneak, go to http://www.homestarrunner.com)

Since JellyWerker was unlucky enough to lose his lute model, i decided to make use of the texture...

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Lute.jpg)

A lute. Medieval quitar type playable instrument. It\'s sound is gracious, even a bit angelic. Many bards use lutes to enrich their tales with ballads. For sound sample please visit the Lute Society of America: http://www.cs.dartmouth.edu/~lsa/

The texture* that i made earlier set some restrictions to what i could model. I didn\'t want to change the texture that i already offered to others, that would have been just a little bit too arrogant. I did add transparency though. Texture resolution was... 256*128, yes? Yes.

*
  (http://www.hut.fi/~vrantapu/PlaneShift/VR_Lute_texture.jpg)
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Post by: Under the moon on January 04, 2005, 08:31:21 pm
They\'re theives!  They stole it from us... Er, umm, sorry... OOC moment.

I would like to see some gravestones, headstones, monuments, little statues, you know... the kind of thing you would see in a graveyard.  Allthough...there are no graves in PS, as all bodies are dumped down the shafts.

Maybe just the monuments.
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Post by: JellyWerker on January 04, 2005, 10:57:29 pm
maybe I will work on some of those.

To Cherppow: Back it up now! save yourself from certain doom! cough cough, ahem, I would back up your models to a cd or something, including the textures, your stuff is to good and plentifull to be lost by a hard drive crash.
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Post by: Fiere on January 05, 2005, 04:12:54 am
Its not missing you gave it to me! ;)

*eyes the lute*
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Post by: JellyWerker on January 05, 2005, 04:41:13 am
very nice, I am modeling gravestones currently, at under the moon\'s request, too bad you didn\'t get to see my finished lute, I redid your texture and embellished it more, added some nice different decoration around the hole.
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Post by: Cherppow on January 06, 2005, 07:17:26 pm
Hello again,

i was just defending myself from the horrors of the sewers, when some rat eyes and a couple of hides came to my custody. Neither of them had a graphic; they were shown as bottles/empty slots in the inventory. Inspired by this, i made my own graphics for them.

(http://www.hut.fi/~vrantapu/PlaneShift/VR_inventory_rat_eye.gif)
Severed rat eye. The sewers were so dark i didn\'t get too good view of the rat, but i think it has only one big yellow eye.

(http://www.hut.fi/~vrantapu/PlaneShift/VR_inventory_rat_hide.gif)
Rat hide. Fresh off a rats back, the hide is still pretty messy, and doesn\'t sell for too many trias. But young adventurers take anything they can get.

(http://www.hut.fi/~vrantapu/PlaneShift/VR_inventory_meat_rotten.gif)
(http://www.hut.fi/~vrantapu/PlaneShift/VR_inventory_meat_fresh.gif)
Meats. The other is rotten, the other is fresh. To taste is the only way to test.

(http://www.hut.fi/~vrantapu/PlaneShift/VR_inventory_ring_of_past.gif)
The ring of the past needs an inventory icon too! This is my version, it has one of each crystal imbued into it.

All the pictures are 50*50 gifs, with transparent background.

(Sorry for posting these here under wrong topic. Maybe i can correct that later by making them into 3d models.)

Here\'s the first instance.
(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Inventory_Mix.jpg)

I created the rats eye and finished the stone pylon for Under the Moon. Both are simple models as usual. Eye is covered with 32*32 tga and the pylon needs 256*256 tga. The pylon is hollow and it does not have bottom. This means it cannot be lifted from the ground.

The rat hide and ring of past added. Ring of the past uses 128*32 tga and the hide has 128*128 tga.

Rat hide has some transparency near the edges. The transparent planes have double faces, so they can be seen from both sides (before doubling it was 46 tri). I was thinking of adding rats tail into the hide, but didn\'t since i\'m not sure if it\'s going to be an item on its own. I imagined that the hide would be pretty rough, being just cleaved off a rat: the back side shows poor creatures skin. You could take it to a leatherworker or clothes specialist for refinement.

The ring isn\'t that special. It\'s hard to add detail to such small object, the user needs to stick the ring in his eye to see how it looks. But that\'s pretty much what they do in real life too, very close to the eye at least. Anyway, it tries to portray the three kinds of crystals found in MB.

To Fiere: Okey ma\'am, i gave it to you, but since i only give my items to a good home... :) you adopted it!
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Post by: JellyWerker on January 06, 2005, 09:56:40 pm
Those are nice, models of them soon please! I have my tombstones and such done, working on the textures, finally some I can do, rock is pretty easy to make.
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Post by: Enter_the_Xero on January 07, 2005, 05:08:13 am
Sweet! I hope that those get to be in the next update!
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Post by: JellyWerker on January 07, 2005, 10:38:10 pm
aargh cherppow! you beat me too it agian, I will post my models soon anyway, mine are traditional style headstones like so:

 /-------------\\
/...............\\
|....R.I.P....|
|...............|
|_________|

Wonderfull text art, eh? :D

I will post them soon though, I am lazy:) unlike you cherppow.

Edit:

(http://img.photobucket.com/albums/v504/jellywerker/stones.jpg)

Here they are, ugly, aren\'t they? I need to make a nice little room like cherppows so they will look pretty :) (tombstones on a kitchen counter, hmm..!) I also made a \"weathered\" texture, which is a little blurry and is much darker, with little green stains. I am not sure how to do the text on them, as in which way will look best and most realistic. They are granite, and there is a modern headstone, a gothic gravestone, a headstone, and a modern gravestone. (heade being plaque type, while gravestone being classified as upright)

Edit2: I noticed two things wrong with them just now, the texture on one of the stones isn\'t aligned, and they don\'t have any shadows, eek! How freaky! Why won\'t my shadows work? Help, they are freaking me out with their surreal shadowless-ness. 0.0
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Post by: Cherppow on January 08, 2005, 12:46:14 am
Instant Cherppow.

To JellyWerker: Very good, those look like something you might meet in PS. Just as you noticed one of the textures is somewhat twisted, but it\'s easily fixed by moving the corresponding UV.  For the shadows try changing lamp type to spot. You must have shadow calculation enabled from the scene options (F10). And of course the mesh must be traceable. Traceable button is in material options (F5). That should do it. For best results you may want to temper with the spotlights buffer, clipping, angle, halo... options. If you want really dark shadows but the intensity of the light makes the surfaces boil, enable the shadow only-option from the lamp settings.

I\'m actually trying to get rid of my room ;) and get the viewmesh working. So far with pretty sad results.
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Post by: JellyWerker on January 08, 2005, 02:34:11 am
but the room is pretty :D anyways, thanks for the help, I am about to eat dinner now, so I will do it later this evening.
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Post by: Under the moon on January 08, 2005, 07:25:23 am
That was it exactly.  Nice work to you both.  I can imagine the names of fallen warriors and family enscribed all down the faces of those pylons.  And flowers piled at their bases.  A sad scene, really. ;(
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Post by: IceCold on January 08, 2005, 04:05:19 pm
Great stuff all along Cherppow.  Those things would look nice in the game, and would help it feel more complete.

You seeem to get intresting stuff done very quickly so you realy should aply to a wtb member grrrrrr....

*pokes Cherppow* go into irc and nag the devs as soon as possible :)
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Post by: JellyWerker on January 08, 2005, 05:47:16 pm
quickly, yes hmm... I need to work on that :D Went to sleep early last night, so here is the update, redid the uv-mapping on the closest stone, and added shadows. (although they are kinda weak for some reason, hmm, will work on that.)

(http://img.photobucket.com/albums/v504/jellywerker/tomb2.jpg)
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Post by: Frarda on January 08, 2005, 07:37:39 pm
You should pull the spotlight back furthur so the lighting actually covers the entirity of the viewable area.

Is there something there causing ambient light? From my experience anything outside of that spotlight should actually be completely black...
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Post by: Cherppow on January 08, 2005, 10:05:16 pm
Hi!

Thanks for the comments everybody. :)

To JellyWerker: Hmm, i don\'t actually see the items cast any shadows, just the spotlight spot. If you\'re using buffer shadows, it\'s propably because the objects aren\'t inside the clipping area. See the lamp options and set the ClipStart-slider to 3 and ClipEnd to 30, that will propably fix it.

If you\'re using rayshadows, make sure you have raytracing enabled on the scene options. Also check that your wall material has the Shadow-button pressed, this enables them to receive shadows.

If you want to enlarge the spot area, you can do as Frarda said, or simply enlarge the spot size from SpotSi slider in lamp options. I\'d recommend using both, to get the best looking shadows for your objects.

To Frarda: You\'re right, outside the spot should be total darkness. My guess is, JellyWerker has another lamp somewhere, supplying some ambient light.


Inspired by various typing errors, here\'s VR impression of PlanetShift. Put together with Blender & raytracing.
(http://www.hut.fi/~vrantapu/PlaneShift/VR_Space.jpg)


Ah, now that IceCold mentioned it i may as well reveal that i\'ve sent the application for PS team more than a month ago. Still waiting like it was only yesterday! ;)
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Post by: ArcaneFalcon on January 11, 2005, 01:09:36 am
Quote
i\'ve sent the application for PS team more than a month ago. Still waiting like it was only yesterday!
 Methinks you should definitely get on the IRC channel then and talk to either Venge or Djagg.  People have been getting responses much quicker than a month iirc.

The models and render look great Cherppow.  Jelly, I think that on the skins for those grave stones you should lighten the edges like the stones on the fountain in Hydlaa Plaza.  Great work to the both of you.

:emerald:
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Post by: Kixie on January 11, 2005, 01:17:57 am
Ack round some stuff off there cherpow :P Your going major on the Poly count lately. :D Great work as always, keep it up.
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Post by: davo on January 11, 2005, 01:09:51 pm
ok i really like this stuff.

it has that sexiness that game objects have.  planeshift really needs this socialness (dart boards ect) and variety of items like which has been created here.

these items look like they could go strait into the game.

to tell you the truth i have never killed anything in cb, i am a sociable charecter
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Post by: Cherppow on January 14, 2005, 12:25:44 am
Greetings.

Thanks for the comments everybody.

To Kixie: Just point an object and i\'ll round it for you. Let me guess, the rat eye? :)

To davo: Thanks! I too enjoy common everyday items. Lately i\'ve been doing some pretty rough models, maybe it\'s time to return modeling something more peaceful. How about swing of a kind?
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Post by: Syzerian on January 14, 2005, 12:30:54 am
Quote
How about swing of a kind?

Id really like to see you do somme lanterns or torches :)
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Post by: JellyWerker on January 21, 2005, 03:36:18 am
Here is a peaceful object, a birdbath :) I think I will do more birds later.

(http://img.photobucket.com/albums/v504/jellywerker/birdybath.jpg)

Note: I also needed to ressurect the thread :D

Edit: Here is a lantern for syzerian, I am working on a torch.

(http://img.photobucket.com/albums/v504/jellywerker/lantern1.jpg)

Note2: Cherppow, how can I stop the light blasting out of the bottom? The bottom isn\'t a transparent polygon/s so I don\'t know why it is happening. I tried playing with the reflection properties of the plane, to no avail. I also tried inserting another polygon at the bottom of the lamp. Also to no avail. I am puzzled over this problem, the lamp is simply a \"lamp.\"
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Post by: Cherppow on January 21, 2005, 10:39:25 pm
Hello everybody.

I\'ve been quite busy lately, the lectures here at hut have started again. Plus I\'ve been doing some pretty sneaky things ;) But there\'s always time for something simple.

(http://www.hut.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Light.jpg)

A candle and torch for Syzerian. Both are carryable light sources that a player could use to light any dark caverns his/her journeys go into. Flame oil and some old cloth may be used to greatly increase the burning time of a torch (the second texture). Candle burns for a couple of hours as it is, but you can\'t see too far in its limited light. Be careful when wandering into the lower levels, these light sources are not usable underwater.

Candle flame is a particle effect. The candle uses 128*128 tga and the torch has 128*256 tga texture. Candle texture has some transparency in the handle.

To JellyWerker: Good to see you again! I see that you\'ve also succeeded in adding the shadows to your pictures. The birdbath is so nice i just want to stay watch the birdies! :) Your YafRay render looked very nice too. To the subject then.

You need to use shadows to prevent the light from passing through faces. Without the shadows, the light from the lamp is added to all faces depending on the angle and distance from the lamp. No faces block the light. In your lantern (looks good by the way) picture, the situation is exactly this. The light not only comes through the below, but it comes through all the faces. Ok, this all you propably knew. So let\'s see how we can change it.

You already know how to use the buffer shadow, as you use it in your previous pictures. The problem is that \'spot\' is the only type of light in blender that supports buffer shadows. And spotlight only gives light to certain angle. You could always use one or more spotlights.

The alternative way is ray tracing. Simply press the rayshadows-button down from the lamp options and enable ray tracing from scene options. You must of course set some of the faces transparent now, or all the light is contained within the lantern. It takes a longer time to render, but all lamps except \'hemi\' can cast ray shadows. In addition, mirror reflections and light refractions can now be used.

I don\'t think PS has any dynamic shadow calculation yet, at least not for the smaller objects, so we don\'t have to worry about that.

In your situation i\'d use the normal lamp with ray tracing. Here is a quick example image of lantern with ray tracing.

(http://www.hut.fi/~vrantapu/PlaneShift/VR_Lantern.jpg)
\"Inside the mansion of octarch of the fifth level, two minutes after he had been captured for treason.\"

I used normal lamp to create nice all around lighting, and enhanced the scene with low energy halo spotlight. There\'s also mirror using ray mirror and some refraction on the bottle.

That\'s all for now. Thanks for reading everybody! Yay, 10 000 views! ;)

Pst! There is a crooked mouse pointer mod available at http://www.ps-mc.com/. Have fun! Thanks josePhoenix!
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Post by: JellyWerker on January 21, 2005, 11:39:45 pm
Thanks for the information, and the compliments :D I like the mod, kinda funny though, a huge site with a registered domain and the only mod is a cool twiggy-pointer! Good luck at school too, remember to take notes or record the class!
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Post by: JellyWerker on January 25, 2005, 03:39:38 am
Here are a few more basic models, a chick, and a robin (no tex on the robin, just opengl colors) The chick will also be a quail when I make the texture, and the robin can be rescaled and tweaked to be a sparrow, etc...

The chick:

(http://img.photobucket.com/albums/v504/jellywerker/chicky.jpg)

And the robin:

(http://img.photobucket.com/albums/v504/jellywerker/robin.jpg)
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Post by: Thenior on January 25, 2005, 08:15:28 pm
Are these for game models?
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Post by: JellyWerker on January 25, 2005, 08:38:22 pm
Probably not, I am still learning, my stuff isn\'t good enough for in-game yet. Cherppow\'s could be though.
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Post by: Krillen on January 25, 2005, 10:40:34 pm
Jellywerker try smoothing them out a bit to see what they would look like at their highest quality.
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Post by: Emaib on February 02, 2005, 10:49:43 pm
Congratulations cherpow, like i saw some of your art is implementet in the game. Hole it will be more of it :)

Its quiet cool to see your art here, its simple and very very good.

Congretulation .......... tadaaa
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Post by: Cherppow on February 07, 2005, 08:30:52 pm
Greetings everybody!

To Emaib: Thank you and sorry for taking ages to answer! Indeed some simple 3d models got accepted, I guess there\'s no point denying it now. I\'m glad that you like them ingame. :) I\'m still doing some simple stuff, but I\'m afraid I can\'t post it here anymore, I\'m sure you understand. You\'ll have to go play PS instead. ;)

Thanks for reading everybody, and thanks for your support, comments and tips, you all made \'Simple 3D Models\' what it is. Comments and criticism are still welcome of course, I have a lot to improve. And I\'m not a dev, nor a GM, just some guy who did some stuff. And I still edit all my posts. ;)
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Post by: Emaib on February 08, 2005, 10:08:24 pm
maybe you can post your simple models here,
if they are included in the game or denied.

i dont like to see this thread die.

it is ever so cool to see your simple models.

maybe it is possible to have a sneakpreview here.

hope so.

good luck.
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Post by: Geode on February 11, 2005, 04:28:29 am
I understand that there\'s a need for common items, so i suppose i can lend a hand at some things. i\'ve no clue what polygon restrictions there are, so i\'ll just estimate.
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Post by: ArcaneFalcon on February 11, 2005, 06:42:12 am
*ahem* read the stickies  (http://albinoblacksheep.com/flash/posting.php)  *ahem*

*sound of kids laughing in the background*

:emerald:
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Post by: Cherppow on July 05, 2005, 01:22:04 pm
Greetings!

Since it\'s my birthday, I decided to refresh the memories and made you a simple cake. There\'s also some juice and lemonade for the thirsty. Everyone\'s welcome to join the party here at object lab. :)

(http://users.tkk.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Birthday_Special.jpg)
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Post by: leji on July 05, 2005, 02:14:16 pm
Great ! happy birthday Cherppy, dont forget to model some candles to put on the cakes ;)
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Post by: Keyaz on July 05, 2005, 07:39:19 pm
Nice models Cherppow! these are the kinds of models that I have applied to make as part of the team  :]
It\'d be great to work alongside you ^^
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Post by: Karyuu on July 05, 2005, 10:02:50 pm
Happy Hatching Day, Cherppow! We\'ll definitely need cakes in Planeshift :)
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Post by: Crimsonsky on July 06, 2005, 01:10:58 am
Happy Birthday! Here\'s your present. :) (http://www.geocities.com/kittykatkrist/PlaneShift/others/happybday.jpg)
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Post by: Under the moon on July 06, 2005, 02:08:54 am
Um...you forgot to cut the cake...or did you make one for everybody. 8)

As a present, I shall abuse your character in my parody. :evil:

Happy birthday!
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Post by: wormking on July 06, 2005, 02:31:25 am
Happy birthday Cherppow! We definitely could use some cakes in PS! :D
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Post by: Cherppow on July 06, 2005, 11:28:54 pm
Hi!

Thanks everyone, especially to Crimsonsky for the nice present! :)

To leji: Candles would do good. If I wasn\'t so lazy right now, I\'d grab and duplicate the candles from my previous model. But I am. ;)

To Demarthl: Aye, we would definitely need more  modelers. :)

To Under the moon: I was lazy again and left only two knifes on the table, so that everyone may cut a piece of prefered size themselves. I\'d be (or my character) honoured to be part of your great parody :) Truely enjoyable reading, and the only reason why I haven\'t commented on it, is that I didn\'t want to mess the thread up. Keep up the good work! And sorry I haven\'t had the time to draw any pictures lately!

To Karyuu: Thanks. We need quite a lot of things in PS. :) Oh, and you look rather playful in your new pics. Be careful with the poi training however, those are real fake flames.

To Crimsonsky: Thank you. I look forward to seeing more of your art and skins. :)

To wormking: Thanks! Cakes would be nice especially when thinking of certain roleplaying events, such as, well... birthdays. :) However, I don\'t think they\'re a priority right now.

Ps. Now that the cake is posted here, it won\'t be used in PS.

Edit:

The last page looks so empty without any models, so here\'s an old messy hat for you.
(http://users.tkk.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Oldhat.jpg)
(Blender & GIMP, 10 min)
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Post by: darkw00t on September 18, 2005, 12:00:18 am
that would be a good farmer\'s hat, your a really good 3D modellist, oh yeah Happy Birthday
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Post by: yayoo on September 18, 2005, 12:24:16 am
I like your 3d models maybe you can do some bigger thing like carts next.  :)

Happy Birthday
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Post by: Lordbug on September 18, 2005, 01:11:04 pm
Need somehting to model?

Do bugs!!! :D Bugs and bugs and bugs and bugs!!! Bugs everywhere! Buggybugs! wheeeee! :D

Happy Birthday!
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Post by: JellyWerker on September 18, 2005, 04:12:01 pm
hehe, and I am sure this has nothing to do with your title? :P
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Post by: Gentar on September 27, 2005, 06:49:25 pm
these are great cherpow. I have to ask though, how bout trying a not so simple 3d model, like a character model or something.
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Post by: JellyWerker on September 28, 2005, 04:56:29 am
thread necromancer! eep! :P he has done complex models (see gretchin) how complex do you want? multi-billion-per-pixel-mapped-micro-poly zbrush type complexity?
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Post by: Gentar on September 28, 2005, 04:29:34 pm
huh what model are you talking about? Id like to see it. could you give me directions to a picture?
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Post by: JellyWerker on October 01, 2005, 05:49:34 am
page 5 of this thread, the gretchin, it\'s low poly, but complex so to speak (it\'s a char)
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Post by: Gentar on October 01, 2005, 07:05:31 am
i dont know how i missed that but its creeping me out. just kidding, but i seriously didnt see that.
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Post by: JellyWerker on October 01, 2005, 05:11:40 pm
complex enough for you?
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Post by: Gentar on October 01, 2005, 06:12:34 pm
well, yes...it just doent look very...planeshift. I think it looks great though. I guess it would look good in game; maybe in the forest path. he needs a spear, and needs to be able to run fast.
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Post by: JellyWerker on October 01, 2005, 06:56:44 pm
I think something along those lines was the original plan, but I think it\'s just become yapp now (yet another portfolio piece :D)
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Post by: Cherppow on October 07, 2005, 06:51:43 pm
Hi there!

Sorry, I don\'t have any complex model to post. I\'ve many ideas for creatures, but modeling them would take much time away from my actual PS modeling.
Instead, I got quite interested of the recent \"24 poly sword\"-thread and decided to try create such.

I failed. Miscounted the polys, there\'s only 23.
(http://users.tkk.fi/~vrantapu/PlaneShift/PlaneShift_VR_Rendered_Sword24.gif)

\"the Vertex edge\"- one handed sword.

29 vertices
23 polygons
42 triangles
64x256 tga texture

PS. To save some polygons, the blade, guard and handle are not joined properly.
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Post by: Nilrem on October 07, 2005, 06:56:35 pm
The image speaks for itself, texturing is the way.
Good job, Cherppow.
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Post by: yayoo on October 07, 2005, 07:03:08 pm
Nice love it good job hope you will do some creatures soon :]  (fingers crossed)
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Post by: Suno_Regin on October 07, 2005, 10:50:39 pm
Cherppow, you should impliment these ingame...Would make a great addition (instead of having connected square roads :/)
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Post by: XpYtZ on October 07, 2005, 11:17:41 pm
Hey Cherppow,
can you send me some information on texturing and UVs. mabye some sites that can give me some tips. I can model ok but Texturing is my bane.
Also do you use another program then blender or are you familiar with 3dsMAX or LightWave. I own both and I can work with the skinning/texturing/surfaceing editors in each but...*curse* UVs are killing my brain!
: )
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Post by: JellyWerker on October 07, 2005, 11:18:03 pm
quite nice, shows proper angling of polygons to get a rounded look with a 4 sided cylinder, and the texture is magnificent, for making something so low poly so, well, nice looking :D
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Post by: Cherppow on October 13, 2005, 10:07:55 pm
Greets and thanks everyone.

I work mostly with Blender, I have Wings3D for testing purposes though. I\'m often asked about UV mapping. Don\'t let the strange name distract you, UV mapping is simply flattening the 3d model into 2d plane (image).

This image shows the idea
(http://users.tkk.fi/~vrantapu/PlaneShift/BlenderHelp/uv_map_simple.gif)

- Image key -

A cube is perfect mesh for uv testing.
0. First there is the 3d mesh
1. If you unwrap it in your head, it should look like this. It\'s a basic, yet functional UV map. (most 3d programs have automated unwrap for this. In Blender it\'s the LSCM uwrap)
2. In the UV map, faces don\'t have to be joined like they are in the model. In addition, they can overlap each other in any way. Placing all the faces in pile will result similar texture in all the faces.
3.This is where it gets messy. UV faces are also not limited to same size or shape as the faces in 3d model (the number of corners can\'t be changed though). If a face and it\'s UV counterpart differ in shape, the texture will become stretched. (try fitting the blue face to the cube without stretching it!) This is what you generally want to avoid. So in the beginning, try to make your faces and UV faces match in shape.

Here is what I did with the sword:
(http://users.tkk.fi/~vrantapu/PlaneShift/BlenderHelp/uv_map_simple_swd.gif)

Not much to say about it. Just cut in half and placed few similar pieces on top of each other.

UV-mapping tutorials for Blender:

http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics
http://biorust.com/index.php?page=tutorial_detail&tutid=85
http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/20_Blender%20tutorial%20UV%20Mapping.html

Section 2 in this hat tutorial: http://www.ps-mc.com/tutorials/vr_hat/index.html

After the UV mapping is done, the rest is plain drawing and image manipulation.
Title: Re: Simple 3D models
Post by: Cherppow on January 11, 2007, 02:20:53 am
A model of simpleness!

I'm actually testing whether I can make a post. I can't seem to be able to do that in the Simple Modeling School thread...
Still, posting here calls for a model, so...

(http://users.tkk.fi/~vrantapu/PlaneShift/model_hat_silly.png)
A silly looking hat.
 You don't always have what it takes to buy the newest clothing, sometimes you have to wear what you find. This worn hat has seen it's best days, but still provides some comfort during the cold and windy nights.

112 triangles, 256x256 texture, made with Blender & Gimp.
Title: Re: Simple 3D models
Post by: Proglin on January 11, 2007, 01:51:10 pm
I'd happely buy it :)
Title: Re: Simple 3D models
Post by: Cherppow on January 11, 2007, 02:08:17 pm
Thanks Proglin. :) This just got created, i wonder what inspired it...

(http://users.tkk.fi/~vrantapu/PlaneShift/model_hat_enki.png)
A hat for those who are not enkidukai, but who have one in the heart. A modified black version is also common among spies sent to enkidukai territory.

172 triangles, 256x256 texture, made with Blender & Gimp.

*Edit*

(http://users.tkk.fi/~vrantapu/PlaneShift/model_x_maul.png)
The x-maul.
Sometimes strange weapon designs appear in the field. This is one of them, a maul with x-shaped head. Although cumbersome and hard to handle, the weight of the dual head guarantees a devastating blow.
Title: Re: Simple 3D models
Post by: ThomPhoenix on January 11, 2007, 02:54:29 pm
That hat looks really good!
I'm sure enkidukai would like it too, they're hatless at the moment :'(
Title: Re: Simple 3D models
Post by: Minks on January 11, 2007, 06:18:10 pm
Awww, looks like the kitty hat I had as a kid for carnival.  :love:
Title: Re: Simple 3D models
Post by: LARAGORN on January 11, 2007, 06:22:52 pm
Awsome work as always Cherppow :thumbup:
/me starts lookin around for a silly hat
Title: Re: Simple 3D models
Post by: Proglin on January 13, 2007, 11:50:53 am
Wow! Thanks to Cherppow I now have the abllity to hammer in four nals at the same time!
/me imagines himself in a square room and just hammering away, enjoying Cherppow's custom made "doesn'tmatterhammer(tm)"
Title: Re: Simple 3D models
Post by: Akaye on January 13, 2007, 04:39:19 pm
 :woot: HA! I absolutely LOVE the enki hat!!!! My daughter saw it too and is really disappointed it doesn't exsit in RL. She wanted one to wear as a winter hat to school. Awesome work Cherppow, I love your work. 
Title: Re: Simple 3D models
Post by: Peacer on January 13, 2007, 04:49:33 pm
that hammer looks pretty dangerous...
/me hides a fireball behind his back
Title: Re: Simple 3D models
Post by: dying_inside on January 14, 2007, 12:18:24 am
I love the textures on your models, I think they are awesome.
And that is one scary looking hammer. You'd risk knocking your own head off with that thing, let alone your enemy's!