Author Topic: concept art  (Read 8495 times)

Cherppow

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« Reply #15 on: May 25, 2005, 07:49:08 pm »
Hello people.

You all got me interested... so here\'s my try.



Ogre maul -

Ogre maul is a heavy duty weapon, that requires hardly any maintenance. It\'s very durable and can crush almost any wearable armor. It\'s downsides are slow attack rate and high skill requirements. Ogre maul was named after various ogre tribes who deploy their warriors armed exclusively with these mauls.

Type: blunt/mace weapon
Requirements: 110 strength, 30 mace skill
Weight: 20-25 kg
Size: 120 cm
Value: 2500 tria

Polygon #: 494 tri
Texture: 256*256 tga
« Last Edit: May 25, 2005, 07:49:45 pm by Cherppow »

Karyuu

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« Reply #16 on: May 25, 2005, 08:42:18 pm »
Cherppow, stop being so awesome :D

In all seriousness, that\'s amazing work. I\'m always in awe of your textures.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Nilrem

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« Reply #17 on: May 25, 2005, 08:52:45 pm »
i didn\'t know Cherppow was so an evil person...
/me thinks there are great mages at the \"wrong\" side...

Rosmerelmer was clearly looking for more real textures to map its design (more realistic non-plastic appearence) and then we find that Cherppow was hiding them, shuting up while trying to hide a slight evily smile.

Oh, that\'s cruelty. :P
Are there any MoonSeekers left?

rosmerelmer

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« Reply #18 on: May 25, 2005, 08:56:06 pm »
aargh, i fdeel such a dumpass :S
thats awsome, but did you model that by yourself?
and how did you texture? uv mapping or materials?

if you have really cool photoshop tutorials don\'t be afraid to pm me!

ajdaha

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« Reply #19 on: May 25, 2005, 09:48:07 pm »
The green is great, but I would suggest turning the wooden handle either into green marble or into metal just like the head of the warhammer. It looks slightly unnatural now, but if you follow my suggestion I think it might look cool. I love the tip, it makes it look like a mincing machine.
Reminds me of the spam factory I visited once....
sorry I need to barf.
Edit -
What!Someone got rid of the green, well watever then (as well as stealing your thunder... : ).
But to be honest, whatever metal that is, it looks slightly too heavy to be held by that stick. In fact it looks a lot like sedimentary rock ; ) Maybe you should still turn the handle into metal. Darker than the head though...
« Last Edit: May 25, 2005, 09:52:15 pm by ajdaha »
love

Cherppow

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« Reply #20 on: May 26, 2005, 01:30:11 am »
Hi.

To Karyuu: Why, thank you ma\'am. I\'m in awe of your art, so we\'re pretty much even.

To Nilrem: Oh my, I\'m not evil... though, I do hide stuff occasionally. It wasn\'t my intention to be cruel, I simply got inspired. :) To show my apology, I made two new sketches, free for everyone.

To rosmerelmer: Please don\'t feel that way, Blender isn\'t an easy program to learn, and you seem to handle it quite well! But there\'s still a lot to learn for both of us. As for your questions: Yes, I just finished it this evening. The texture is uv-mapped 256*256 tga image. The newest version of Blender has a handy LSCM unwrap function that practically creates the uv-map for you. Models that are intended in-game, should have their textures applied by this uv-mapping. Also, we can\'t use specularity or other special effects, set aside the uv-mapped texture and \'smooth\' rendering. You can read more in the Guide for 2D/3D Contribution thread. In addition, if you can provide us with the uv-face layout of your model, we may create some textures for you.

To ajdaha: Good point, the wooden handle could indeed be thicker. I don\'t want to turn it into metal though, as that\'s not the case in the sketchwork.

Sketches:

A hatchet and a candelabra.

rosmerelmer

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« Reply #21 on: May 26, 2005, 06:35:29 pm »
nice! i think ill model the candles, so i can make an other tutorial and learn other tecniques. currently im working on a monster but its so hard!
just when i send moogie some pics i realized that some edges and faces where just &%.
also nice drawings, but where did you got that textures?


p.s ill unwrap the hammer for you all.

[edit]
dont we all love lcsm unwrapping?
http://i2.photobucket.com/albums/y17/gnomkiller/messlol.jpg

there are some troubles with the scales. But, L?L!
« Last Edit: May 26, 2005, 06:55:18 pm by rosmerelmer »

if you have really cool photoshop tutorials don\'t be afraid to pm me!

Cherppow

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« Reply #22 on: May 27, 2005, 11:49:18 am »
Hi again!

The maul texture was hand made to fit the maul. As a base I used the uv-face layout from the model and few materials from http://www.imageafter.com/. I then applied different kind of lighting, colour and detail layers. Just in case any of you wonder, here is it\'s uv-layout and the final texture.



Ps. the unwrapper is a real timesaver, just remember to make some seams to your model before you unwrap. :) Also if you unwrap all the faces at same time, they should be in scale. There\'s more info about that on Blender website.

Pss. I\'m not going to model the hatchet. :P
« Last Edit: May 27, 2005, 12:05:50 pm by Cherppow »

rosmerelmer

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« Reply #23 on: May 27, 2005, 08:05:14 pm »
ill make the model of the hatchet, shoudn\'t take me so long. i did mark seams and unwrapped all at the same time.
ans still i got very much pieces.
but you had removed all spikes right?

[edit]
my console always said that there was no installed python. does someone have the same problem?

[edit2 since moogie is against double posting]

the model took me about half an hour, to uv map and get the textures was by far the hardest. this time i used your drawing as a background image, wich i didn\'t at the ogre maul.



http://i2.photobucket.com/albums/y17/gnomkiller/adca3a0f.bmp


[edit at 1-6-05]
i need a good uv artist. i can do that myself, but im not good enough to get anything uv-mapped in game
« Last Edit: June 01, 2005, 01:13:45 pm by rosmerelmer »

if you have really cool photoshop tutorials don\'t be afraid to pm me!

graigsmith

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concept for new golem face.
« Reply #24 on: June 02, 2005, 01:10:38 am »
i diddn\'t really like the golem\'s pointy head. so i drew this picture of an alternate golem head.


dragonfire999

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« Reply #25 on: June 02, 2005, 01:34:24 am »
ummm... they arent golems. they are called Krans. get it right ;)
read the players guide before you go off saying Cat girls and Golems
« Last Edit: June 06, 2005, 09:34:18 pm by dragonfire999 »

Quote
= <3

DeviantArt

rosmerelmer

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« Reply #26 on: June 02, 2005, 06:49:15 pm »
so, do i need to make a model about this?
i mean, its not really a concept art like drawing
(i got soo much to so, i have loads of tutorials and techniques to use, and school too..)

if you have really cool photoshop tutorials don\'t be afraid to pm me!

graigsmith

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« Reply #27 on: June 02, 2005, 09:24:31 pm »
no, i guess i need to draw a side view too. otherwise its kinda hard to make it 3d :)

Taurenthefirst

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« Reply #28 on: June 03, 2005, 03:37:10 am »
Quote
Originally posted by rosmerelmer
wouldn\'t it be cool to have a topic about people who want their drawings to be 3d models, just simple drawings from the front and side. its really handy for people who just want to mess some around with simple models and don\'t have such a huge fantasy, people like me...


are face/head models simple? i know nothing about modeling, but i thought that would be pretty complex... and i thought this thread was for simple models...
ahh whatever my brain hurts (been studying for the SAT (satan\'s astute trumpery)  the past week...
btw, astute=clever, trumpery=garbage, rubbish
aaaaahhhhhhhh vocabulary

*runs away

rosmerelmer

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« Reply #29 on: June 03, 2005, 04:36:26 pm »
its true heads aren\'t simple, but i make progress!
i know its only a couple of days ago but i practise a lot! and i watch and read tutorials, im just overloaded with blender!
but i think my project will be a mech kind of thing, cause fantasy modelling isn\'t everything..

if you have really cool photoshop tutorials don\'t be afraid to pm me!