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Messages - Dunadurium

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1
Fan Art /
« on: January 14, 2006, 08:15:42 pm »
First of all thanks for all the comments I appreciate the input. Yes Toad the bear is a bit front heavy but the neck was even longer then that before lol, it just starts looking wimpier the shorter the neck gets for some reason, I figured this length was acceptable, although I agree that a lot of weight would be on the front legs (but that?s why they are so thick ;P ) and yeah, like i told you in that PM, that concept for the texture looks awesome and ill send you the model when your done with your ship(or before if you want) :)
Thenior, thank you for all the advice, I checked out some normal mapping tuts and I think I will learn it after this hill dweller project is done. And yeah I know that helm texture really sucked, in trying to make It better one night I actually got pretty annoyed by its crappyness and just deleted it lol. I came to the conclusion that it was partly to do with the general design and ill just start another one with finer, more delicate design on top. As for all the shader effects, I believe planeshift doesn?t support any of them, which is a shame I agree. HDR lighting would contribute to making some pretty nice effects indeed!

Anyways ive basically got the general model for this guy down but he is already at the polly limit I set for myself so I may just raise it up to 600 :P . and I will just be focusing on him until he is completely done and I have him the way I wanted. That being said he did kinda start going in a more humanoid direction than I really wanted but I think this way using some armors and a bit more advanced weapons will fit better which should be pretty nice- ill make some item sets for him with different kind of weapons and objects that could be used around where they live.



so I want to add 2 shoulder plates and some chain connecting them and then start the texture.

btw these are thumbs so click on them for bigger views:


here is a very quick little scene that I did just to get a feel for the type of texture to use and what type on feet or footwear to model (as you can see the feet aren?t done) but it shows what I am thinking for a texture: pants for the legs with those knee plates and chest is mostly bare, although I will add those shoulder plates like I mentioned.
(and yeah that blue figure is just to get an idea of size compared to the average human)

Comments, ideas ? post em ;)

BTW I will be on holiday for about a week so don?t expect any updates for about that time. :(

~Dunadurium

2
Fan Art /
« on: January 11, 2006, 07:56:39 am »
Quote
Originally posted by Thenior
the game project I am currently working on, 4000 polygons for a single character is perfectly acceptable, that is why it seemed odd.

Thenior, are you working on an MMO? is it a commercial project? (that would explain it) because 4k is quite a lot. It would be awesome to have that many polys to work with for a game- just so much detail! :D What do you do on the project btw(if i may ask), are you an artist?

Anyways, i started working on a new model just a few days ago, it will take a lot longer than usual to complete though because i will be quite busy. i want to fully complete it though, including model, texturing, rigging and even some animations. But first here is an older low poly model and rig i did of a bear.


at first i thought about finishing the rig and texturing
this guy but i decided to just start another model as my skills have progressed since i created this. The rig in its current state is fairly functional it just needs to be perfected.

If someone wants to try and texture him though then go for it (i imagined a sort of diseased \"theme\" similar to the giant rats in PS, just in bear form of course ;P ), just tell me and ill do an unwrap so you can start painting :)


Well this is what i just started, i am calling him a \"hill dweller\" for now lol. so any suggestions for a better name for this type of creature? right now he sorta looks like a cross between an orc or ogre or something, but if i can get the body like what i envision then he should look like neither :P
Currently he\'s got around 180 poly\'s but as before, the count should drop after tweaking and further working with it. Altogether, with his body and head, my aim is under 500p.

Any suggestions welcome as always.

~Dunadurium

3
Fan Art /
« on: January 11, 2006, 07:48:47 am »
Nice drawings there, i like the perspective in the ship concept and would still like to see the model once done (even though it would not likely fit into planeshift as mentioned by Karyuu) and thit just means you dont need to watch your polygons, just go nuts on the detail :D
The crossbow would make a very nice model also.
keep them comin :)

~Dunadurium

4
Fan Art / (No subject)
« on: January 08, 2006, 03:12:18 am »
alright i made this pipe in a few minutes but i thought id just post it cus i really like the idea of having ipes in a fantasy setting. It gives a certain character to any dwarf ;P and makes for good RPing in taverns etc.



i just photo sourced for the texture, but i think it turned out pretty good for the low polygons.





so do you think pipes would be apropriate in planeshift. I know people may say that it advocated smoking or tobaco use, but i really think its fine in a fantasy setting, just look at LOTR and its vast lore on pipes and pipe weed for example ;)

-Dunadurium

[ Edited to fix "PlaneShift" :> --Karyuu ]

5
Fan Art /
« on: January 05, 2006, 10:34:09 pm »
Ok, sorry for the delay, ive finally got the texture up. Its not the best right now but it was a quick one. I just wanted it to get done.  So yeah this was all done by mouse, hence the ugly lines.

http://i27.photobucket.com/albums/c155/Dunadurium/crappytexturefullhelm3.jpg

thanks Gentar for clearing up the little details, i did intend to change the texture anyway, thaat other one was just a place holder (just to have something there ;))
Ill pm you the unwrap bitmap so you can make an actual nice texture ;P besides, you\'ll be able to paint it how you first imagined :)

http://i27.photobucket.com/albums/c155/Dunadurium/crappytexturefullhelm.jpg

EDIT: just did a few last touches:
http://i27.photobucket.com/albums/c155/Dunadurium/crappytexturefullhelm4.jpg

and the back view in default light (yeah i know the seams are really bad but i didnt have the patience to do them up properly :P)
http://i27.photobucket.com/albums/c155/Dunadurium/crappytexturefullhelmback.jpg

So yeah, ill start working some other models now, maybe put up a few older ones ive made :)

-Dunadurium

6
Fan Art /
« on: January 04, 2006, 09:46:17 pm »
Quote
Originally posted by Lordbug
hmm...
I agree with Karyuu... nudity is nudity... full exposure of the body... the fur is part of the body of Enkis... right?


lol, so if fur is part of my puppys body, is she nude all the time? WOW my dog is a nudist ;D

Seriously though i think there needs to be a line drawn between human nudity/cartoon nudity/different SPECIES nudity ;)

i just had to quote this because i had that funny thought about ny nudist dog.

Taser, your art is nice though, it is nice to see your skill progress too. Keep it coming!

-Dunadurium

7
Fan Art /
« on: January 03, 2006, 08:57:39 pm »
Quote
Originally posted by Nilrem
Your abilities are great, without any doubt.

Although you say that the texturing of this latter model is worse than the first (and it\'s true it is) I don\'t think there should be really a big noticeable difference once in game, and obviously the low polygon version would look as fine as the high one, imo.
EDIT: In the second image of this last post, it seems to me that the open place, where the eyes of the soldier should go, have lost simetry, is this a weird effect or shadow? seems that in the first one the simetry is fine /EDIT



Yes my intent was to keep the original look and quality as much as possible. The way i model some objects is make a high polly version first and then you get an idea of what looks good and what can be removed, that way the low polly version ends up looking as good as possible.

*And yeah in that last pic, i had accidentally moved a vertex before i rendered. (lol dont know how i didnt notice that though) so thx :)

About the sails, i imagined them to be a lot less rigid lol. first i considered making a sort or feathery texture, but i thought it might end up looking like a native american style which it is not ;)

Anyway, i\'ll start working on a texture for the helm soon and correct the \"sail\" texture so its not warped.

-Dunadurium

8
Fan Art /
« on: January 03, 2006, 11:09:41 am »
Ok so here i got the lower polly version down to 185 polygons, it could probably go another 40 or 50 lower but it would lower detail quite a bit so i didnt want to do that until i was sure it needed to go lower.  So anyone know if that is acceptable for the engine to handle an object of this type?

here it is:
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmLOWwireframes.jpg
The main thing i did was alpha map a texture onto a plane and just get rid of the panel on top all together. That alone took care of almost 150 polys. Then i took out the trim around the edges(ill paint it in later), after this i went on a welding rampage on the inside of the helm and reduced pollys by quite a bit there. the rest was all the little things here and there that could be reduced.
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmLOWpolly4.jpg
the texture is just the old one minus the gold trim so its really bad right now.
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmLOWpollynew2.jpg

So yeah ill work on a texture and it should get a lot better. That will be tomorrow though. :)

-Dunadurium

9
Fan Art /
« on: January 03, 2006, 05:04:55 am »
Quote
Originally posted by Karyuu

(If you don\'t mind, could you edit the post you made in Gentar\'s thread, to contain just a link in this direction? So people comment on your work in this thread, and on Gentar\'s work within his own.)

Sure NP,
And yes im working on the low polly version as we speak ;)
-Dunadurium

10
Fan Art / Dunaduriums models thread
« on: January 03, 2006, 04:44:03 am »
In this thread i will be posting some models and works in progress, along with some older works that i may sometimes find and post if i have nothing new at the time.
I first just posted a model of some concept art that i modeled but have since posted some other stuff and dicided to write a better intro as i will be continueing this thread for a little while.


So yeah this is the first model i posted, i did it based off of one of Gentars concepts. It was very fun modeling it:

At this stage it has a pretty high polly count but i will make a much lower polly version soon(150-200).
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmwireframeref.jpg


The texture job on this was real fast so its not that great right now, maybe ill actually do an unwrap and do a proper texture, but thats not generally what i enjoy so if anyone wants to make a better texture (maybe for the lower polly version) be my guest.
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmcleantex3.jpg
This has a cleaner metal texture which gives it a completely different look, i think the other gives it more of an old, ancient look like it was found in the bottom of a dungeon, while this is more of what someone would actually wear :D
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelm3wireframe.jpg


So yeah ill try get that low polly version up soon. Any ideas on changes or suggestions are welcome.

BTW- ive been following planeshift for over 3 years, basically from the start so no im not a first poster i just checked into the forums for the first time in a loong time and had to reregister and so then i saw this concept art and thought i had to give something a quick model ;)



*EDIT: the original concept art, and reference for the model, that Gentar created was this:
**i converted alot of the shots to url\'s because the page was getting pretty crowded.

-Dunadurium

11
Fan Art / concept rendered:
« on: January 03, 2006, 04:22:47 am »
Hey,
I like your concept art here, it is pretty imaginative and creative, which is what i like about it.
The person, who critiqued you about putting shading in and shadows under the characters I think, while constructive in his reply, is incorrect because while it would improve the actual artwork, as concept art it is unnecessary. All you need is the defined lines and clarity as what is present already
I think that your new stuff also shows a lot of improvement. Just remember to keep them original (which they are) because that makes a fun time modeling :D.

So yeah i did this helm off your first posted pic. It was very fun modeling it:

PS: i made my own thread so i wouldnt be hogging Gentar\'s (as requested by Karyuu) :D http://www.planeshift3d.com/wbboard/thread.php?threadid=21378&boardid=22&styleid=3&sid=7b95c537d0c11298f955769618ae9972
-Dunadurium


12
Fan Art /
« on: January 02, 2006, 10:54:15 pm »
Well i must say that your new ones have improved a lot over the first ones, manly because of the shading.

A peice of advice though is that if you\'re going to be focusing on the armor or character, make them BIG. Dont be afraid to use a full sheet of paper just for the helm for example, you\'ll be suprised how incredibly detailed you can get it at that size!

You defenatly have potential though so keep them comin!

-Dunadurium

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