Author Topic: concept art  (Read 8578 times)

Crash

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« Reply #60 on: June 14, 2005, 05:48:14 pm »
Quote
Originally posted by ArcaneFalcon
Crash: Not bad, but the \"low-poly\" version doesn\'t look low-poly enough to be used in-game (which is the only reason you\'d make a low-poly version I\'d assume, unless you only made it to be mesh-smoothed).  I would guess it has in the ballpark of 400 polys (assuming that purple...thing...has way less polys than it looks like it has).  Cut off at least 100 polys and we\'d be talking.  Also, your texture needs some tlc.  Right now it looks like a cloud filter.  Whip out the paint brush, throw on some dodge/burn, overlay some pictures, and see what it comes out like.


the low poly version could indeed have alot less polys, but of course i was too lazy to do so and i wanted it look pretty good since it will never get in game anyways. Your assumption was pretty much correct there is about 400 polys in it, but cutting 100+ would be no problem. Maybe if i get some time ill try out what you suggested for the textures.  

Nightrogue: very nice staff, and i really like that flask. The only thing about the staff is that on the bottom part one of the curls dont match up with the concept and doesnt flow well. btw what filter did you apply to your gems?

Nilrem

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« Reply #61 on: June 14, 2005, 05:52:32 pm »
You already demonstrated with the 3d logo your habilities with 3d software; and you\'re also aware of the points on your art that may need improvement... what can I say?

Keep up that good work NightRogue!

PS: There\'s something attracting in that flask, i like how it looks, and I think crymsonsky will be glad of the \"pole\" design.
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Nightrogue

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« Reply #62 on: June 14, 2005, 06:10:10 pm »
I wander what sort of effects that potion has? ;)  How about someone makes me a label texture for it? With the name of the potion and its effects and stuff? The one I have now i just chucked in there as a placeholder.  And to Crash, im not quite sure what you mean by filter. I think 3ds Max uses different terminology. The material i used for the crystal is a simple raytraced phong shader with 35 percent transparency, 15 percent reflectivity and dark blue diffuse and self-illumination maps. It has a white specular level of 236 a glossiness factor of 90. Besides that its pretty much a base raytrace material.



Whatever it is you were trying to find out, this should cover it. :))

P.S: Its staves ;)
« Last Edit: June 14, 2005, 06:30:10 pm by Nightrogue »

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Crimsonsky

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« Reply #63 on: June 14, 2005, 06:28:30 pm »
Crash, and Nightrouge, nice job on the staffs, including the last one from Cherppow\'s design.  I\'m not an expert in 3D, but it looks good so far.

Nightrogue

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« Reply #64 on: June 14, 2005, 07:22:49 pm »
Here is a somewhat shoddily textured model of Cherppow\'s nuts  (pun intended).

Dont mind the chessboard, its only there because its the closest thing i have on my comp to a tabletop.

« Last Edit: June 14, 2005, 07:23:42 pm by Nightrogue »

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Nilrem

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« Reply #65 on: June 14, 2005, 08:56:32 pm »
mmmm sorry but no.
They need more wrinkles, and they are too spheric right now; should be more oval looklike.
At least that\'s my opinion.
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Crash

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« Reply #66 on: June 14, 2005, 10:15:44 pm »
We\'re kinda running out of 2d concept art, so if anyone has some sketches be sure to post them. Also, does anyone here know of any sites that have blueprints or character models. I already have a few sites with cars and planes.  If you do you could PM it to me so the thread doesn\'t go off topic.

Nightrogue: sorry i met shader and thanks for explaining :)
« Last Edit: June 14, 2005, 10:22:56 pm by Crash »

Nightrogue

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« Reply #67 on: June 15, 2005, 10:03:08 am »
How about someone models my drawing of a War Sickle?



Its based on those things egyptian warriors used to wield. I cant remember what they are called. I dont have a side pic but you shouldnt need one. Just use your imagination.:tup:

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Nightrogue

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« Reply #68 on: June 15, 2005, 10:28:30 am »
Please avert your eyes from the hideous monstrosity four posts up, and tell me if this is any better.



Thanks.

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Nilrem

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« Reply #69 on: June 15, 2005, 11:14:45 am »
Sure it is, now the only thing i miss is make the wrinkles really noticeable (like an abrubt skin). But the texture look and form are far better than the previous. Let\'s see what others think.
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rosmerelmer

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« Reply #70 on: June 15, 2005, 11:24:15 am »
nice, espacially the blue staff from crimsonsky.
nuts are also nice :D
but, you don\'t ues blender right? 3smax. cause i don\'t know how to displacement map in blender..

Quote

Who? Me?

i guess you know the answer :P
« Last Edit: June 15, 2005, 11:27:51 am by rosmerelmer »

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

Nightrogue

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« Reply #71 on: June 15, 2005, 01:27:01 pm »
Sorry nilrem, those wrinkles are generated by a bump map, not a displacement map, and its already at maximum. The only way i can make them stand out more is by manually editing the model or applying a displacement map, and at these thing\'s poly count believe me, that wont look pretty. :( On that note, to rosmelmer, I noticed you dont have any bump mapping on your models. While you dont have to put that on the low poly models, on the high poly ones it will make them much more realistic. Dont use displacement mapping unless you have an extremely high poly mesh or you want the object to look lumpy and misshapen. There are basically two main ways to make fine detail on a model. Bump mapping or hard work. ;) . Use it liberally. I have some form of bump map on every material in every scene i make except for polished surfaces such as glass, crystal or gold, and often a bump map will look good on those as well. Its a shame that PS doesnt support it. (yet?)

[edit] I just looked around a bit and it turns out that in blender bump mapping is referred to as \"nor\"(/me sneers derisively at the minds behind such a name). Run a search for some tutorials, you should find something. Good luck!
« Last Edit: June 15, 2005, 02:01:18 pm by Nightrogue »

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Crash

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« Reply #72 on: June 16, 2005, 02:20:45 am »
Heres a battle axe i made, its pretty basic and complete with bad texturing :). 200 polys



 
edit: got rid of gold at top
« Last Edit: June 16, 2005, 08:33:46 pm by Crash »

rosmerelmer

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« Reply #73 on: June 16, 2005, 09:10:50 am »
Quote
I just looked around a bit and it turns out that in blender bump mapping is referred to as \"nor\"


i know, i just didn\'t find tutorials, on the forum they all say its much easier in 3dsmax.
i have seen pictures of displaced surfaces, but im not ready that far that i can just figure it out.

crash: youra xe looks great, but u really need to get rid of that gold. try some diamonds maybe...

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

Nightrogue

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« Reply #74 on: June 16, 2005, 01:19:40 pm »
Her is a model of a kylie, or  war boomerang. This is a high poly version:



And this is a low poly version.





I saw that some people had boomerangs on the weapon wish list, so i thought i\'d try my hand at it. Now, i realise that this has been said before, but some people still dont get the idea so ill say it again. A boomerang designed for war is a deadly weapon indeed. These things dont return when you throw them, they smash heads and splinter bones. It has around the same damage potential as a throwing axe, possibly more due to the increased kinetic force it delivers upon impact, and whereas a throwing axe has a maximum effective range of around 20-70 feet,  if you have a strong arm a kylie can be thrown 150+ feet, and is much more accurate. It can also be used as a surprisingly good melee weapon, and they have been used as such in the past. Picture a streamlined, razor-edged club.

Also, nice axe crash. If i were you i would make the gold bit at the top the same material as the blade section. Leave the pommel at the bottom though, that looks good in gold.


PS: Come on people! there are plenty of other concept images left to model, dont let me, crash and rosmelmer do all the work!
« Last Edit: June 16, 2005, 01:52:26 pm by Nightrogue »

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