Author Topic: concept art  (Read 8587 times)

rosmerelmer

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« Reply #75 on: June 16, 2005, 07:10:13 pm »
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PS: Come on people! there are plenty of other concept images left to model, dont let me, crash and rosmelmer do all the work!

He\'s right! :D
but i don\'t think many people are doing things with 3D, and i\'m posting also stuff at the blender forums. it\'s so busy there that after 1 day your tread is already 2 pages down, at least you have a lot of crits there, you can also post thing made with othe programs.
a lot of helpfun tips too

[edit] i tried to make cherppows bottle with a glass reflection, but my comp couldn\'t handle it so now its lost, and i\'m not gonna make it again. i tried the displacement mapping, but it just didn\'t work! in the materials tab turned on every nor there was, previews showed me displacement, but in the render there was just a smooth surface.......
« Last Edit: June 16, 2005, 08:06:44 pm by rosmerelmer »

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Nightrogue

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« Reply #76 on: June 17, 2005, 06:02:33 am »
I have never used blender, but i hate it already  X(

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rosmerelmer

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« Reply #77 on: June 17, 2005, 09:22:35 am »
it is actually a nice program, apart from that...
i saw a few things on the forum with really cool images.

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Cherppow

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« Reply #78 on: June 17, 2005, 03:22:05 pm »
Hi everyone.

Nice work, I especially like the staves and the battle axe. Blade of the axe could use some lightening on the edges to make it look more metallic and maybe a bit worn. My main concern about the staves would be the polygon count. With smoothing on, staves look pretty good with low polygon counts too. I\'d say 5 to 8 ring vertices, depending on the thickness of the staff. With 10 you could already do a pillar. Also check what part of the model takes most polygons, and decide whether it really needs that much detail. Remember that some details can be added with the texture (small bumps, chips, carvings...).

Hmm, I\'ve not done much high polygon experimentation, but here\'s what I got with Blender & displacement mapping:

(left side objects use only normal mapping, while right side shows the same objects with both normal and displacement mapping.)


To use the displacement, click the \'Disp\' button in \'Map To\'- tab (Note that this button has three options: off, on, and inverse [yellow]).

As Nightrogue mentioned, the displacement mapping needs great deal of polygons to look good and you can\'t use it in PlaneShift in-game models. Might be good for other renderings though.

*edit*
To rosmerelmer: Aye, the green blob is uv-sphere with originally 32 rings&segments. I did one subdivide to it and rendered with level 1 subdivision surface and smoothing on. Note that I didn\'t use raytracing here. Also note that the displacement is not shown in the editor 3d window, but only in the final rendering.
« Last Edit: June 19, 2005, 02:44:17 pm by Cherppow »

Nightrogue

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« Reply #79 on: June 17, 2005, 03:59:17 pm »
Seeing as noone seemed to want to model my war sickle, i did it myself. Tell me what you think.


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Cha0s

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« Reply #80 on: June 17, 2005, 06:35:18 pm »
Very nice. The metal\'s a bit... bubbly? at the top. It\'s looking good other than that. :tup:
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Nightrogue

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« Reply #81 on: June 17, 2005, 06:40:52 pm »
Its actually just a bit worn, but from this angle i can see what you mean. When its moving it looks a lot better, and as PS doesnt support bump mapping if it is ever utilized it will be perfectly smooth anyway.

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Taurenthefirst

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« Reply #82 on: June 17, 2005, 11:42:41 pm »
looks good. i don\'t see any bubbley-ness though.

rosmerelmer

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« Reply #83 on: June 18, 2005, 11:13:12 am »
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As Nightrogue mentioned, the displacement mapping needs great deal of polygons to look good and you can\'t use it in PlaneShift in-game models. Might be good for other renderings though.

thats an uv-sphere right? how many rings and subdivisions?

nightrogue: looks great! but maybe the sharp edge of the blade doesn\'t look so sharp anymore, cant u give it a slightly lighter edge, so it seems just like it\'s sharpened.
« Last Edit: June 18, 2005, 11:14:40 am by rosmerelmer »

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Gentar

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« Reply #84 on: June 19, 2005, 05:11:48 pm »
think you definitely need a custom texture like the one made for the ogre maul by cherpow. you\'ll notice that there is nothing in planeshift that doesnt have a texture like this. You were talking about how the worn look will be taken away if the weapon is utilized. that is why you add a worn look through the texture. it definitely makes the final product look more professional.

however, you did an excellent job with the model! looks great