Author Topic: New Kran-Game Model  (Read 2400 times)

ten

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New Kran-Game Model
« on: January 15, 2005, 11:07:24 pm »
I dont like the current Kran Model in the Game...thats why I try to make one that fits for me ;)

I use now Blender for the modelling process and later the Gimp for the texture Painting...

...now my question: How much Polys or VertexPoints shout have a Game Model?

...I try it to keep it low, but I dont know the best number...I mean the best deal for details and lowpoly...


here is a work in progress (really not finished, I am only a few hours on it) :


Do mobs ever get quests to kill us?

Merdarion

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« Reply #1 on: January 16, 2005, 12:29:29 am »
1000 - maximal 1400, Its on the sticky, you should read it anyways if you are contributing.

Nice work, Really good!
I want to be a flame, to crumble to ash, but never ever burnt.

I want to rise higher, rise up to the heavens, but sink, just sink down deeper and deeper into nothing,

I want to be an angel, a chosen, a devil, but I am just a creature that ever wants what it wont get.


ten

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« Reply #2 on: January 16, 2005, 04:52:10 pm »
ahh..yes, this thread...thx




...and other question: does anybody know where I can see how much  triangle faces my model in blender has?...I dont find it...only the poly count

...thx
Do mobs ever get quests to kill us?

ten

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« Reply #3 on: January 16, 2005, 05:51:28 pm »
...so I think that looks not so bad....what do you think? does he looks like a Kran?

....only the textures are left... ;(  but I try to finish it tomorrow

Do mobs ever get quests to kill us?

Lordbug

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« Reply #4 on: January 16, 2005, 06:39:35 pm »
it looks like a kran but... it has too much neck or the shoulders are too low... I think apart from hat it\'s cool
"Lordbug" Dosaki, Chancellor of Knowledge Seekers Guild

Where does the PlaneShift Modding Community live nowadays?

Kixie

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« Reply #5 on: January 16, 2005, 07:02:15 pm »
Awesome 2 complaints. Arms too long. Legs to wide from each other. Either that or make the legs closer together and lengthen them. After that it should look quite awesome.  :D

ten

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« Reply #6 on: January 16, 2005, 07:49:49 pm »
thx....

I like the Image of this Kran:


I think he has nearly so long arms and legs...and the legs are really to narrow

...but that\'s right, I have to do someting with the shoulders

but I dont wanna try to make a Kran that allready exist...


...and thx for the feedback



[Edit: Here a Screen by some Texturing Tests....(the colored parts shows me how the picturemap comes on the 3d model ...) I try to post more pics in the procress, maybe it is a little help....for others


« Last Edit: January 16, 2005, 08:33:31 pm by ten »
Do mobs ever get quests to kill us?

JellyWerker

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« Reply #7 on: January 16, 2005, 09:51:21 pm »
coming along nicely, I like it. By thw way, what is your os, and if linux what is that theme, a modified plastik?
Warning: Prone to common sense.


Icefalcon

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« Reply #8 on: January 16, 2005, 09:58:05 pm »
I don\'t really like the mouth. It looks like he\'s got lips. I think it should just be a slit, no lips.  8)

Erik

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« Reply #9 on: January 16, 2005, 10:33:53 pm »
Nice to see ppl doing chars :)
Now, by looking at this model i think you know what poly\'s are and what you can do with it, but you\'re not really a seasoned character designer. These sites might help you a bit in the right direction. Hf :)


http://www.polycount.com
http://www.realtimecg.com
http://www.bobotheseal.com
http://www.cgtalk.com -- game design subforum
http://www.3d.sk

Polycount is all about game chars and making them, they have some very good video tuts about all kinds of things about character design.
RealtimeCG is also dedicated to in game stuff, they have a very nice contest.
BoboTheSeal is just a great artist...man...i just love those textures.
Cgtalk is a gigantic forum, the game design subforum is pretty good.
3d.sk is a anatomy/reference site, it will cost you like $10 a month but the reference is really good. Packed with photographs.
Environmental artist http://www.tcos.com

ten

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« Reply #10 on: January 16, 2005, 11:12:37 pm »
Quote
Originally posted by Erik
Nice to see ppl doing chars :)
Now, by looking at this model i think you know what poly\'s are and what you can do with it, but you\'re not really a seasoned character designer. These sites might help you a bit in the right direction. Hf :)


oh...nice sites...thanx you...especialy the for the videotutorials

...and no, thats my first \"low-model\"...but it makes fun...(?)


jellywerker: I using Ubuntu LInux (warty 4.1) under Gnome I use the \"Industriel-Theme\" (it is includet in my system)

Icefalcon: yeah, your right (?)



(Yet another Texturetest, to show me witch textureparts are together) :

« Last Edit: January 16, 2005, 11:15:41 pm by ten »
Do mobs ever get quests to kill us?

Kixie

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« Reply #11 on: January 16, 2005, 11:28:51 pm »
Maybe develop the legs a bit more at least? They kind of look simple and super blocky compared to the rest of the model.

ten

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« Reply #12 on: January 17, 2005, 08:55:31 pm »
update ;)  :

Do mobs ever get quests to kill us?

Kixie

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« Reply #13 on: January 17, 2005, 11:31:47 pm »
Nice  8)  Lovin\' the legs. Perhaps heighten the head, other than that perfection. nice going man! :tup:

ArcaneFalcon

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« Reply #14 on: January 18, 2005, 01:44:26 am »
Umm...you might want stop the texturing and go back to the model for a bit.  The current one looks like it will be kind of...difficult...to rig.  Even if you can get it rigged properly I think it is missing too many polys to look good.  Every joint needs to have a relief poly (usually).  This not only makes the rigging and animating easier but makes the texture look better on a moving model.  I really haven\'t had a lot of experience with rigging, but I made a model similar to yours once (not a biped, but it had 1 edged joints). It was a pain to animate and the animations looked funny.  If you\'re an experienced animator then by all means, have fun.  This was just my experience.

This might be worth a look, even though you use blender - http://cal3d.sourceforge.net/modeling/tutorial.html

:emerald: