Author Topic: Contribute thread  (Read 2351 times)

Karyuu

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« Reply #15 on: October 02, 2005, 02:23:38 pm »
I adore that house model :D
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Nilrem

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« Reply #16 on: October 02, 2005, 03:07:59 pm »
Agree. We certainly need more house model variety ingame, at least someone could try changing their colours, so there\'s more chances of avoiding a deja vu effect.
And it\'s just me or the second window isn\'t aligned in its upper part?

As for the dragon I think the best thing is the texture, it looks good to me, reminds me about some lava effect.

So, definitively, apply for the team. :D
Are there any MoonSeekers left?

eye776

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« Reply #17 on: October 02, 2005, 03:12:32 pm »
BIG question. How does PlaneShift render sectors? Terrain with Mesh or just Mesh with Mesh?

ArcaneFalcon

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« Reply #18 on: October 02, 2005, 03:47:19 pm »
The dragon doesn\'t have any...muscle structure.  It looks like someone\'s first attempt at nurbs...  Some of the uv coords are stretched too, but it\'s not bad overall.  Some more texture space should have been given to the wings.  It\'s usually a good idea to give uniform texture space so that some parts don\'t look high-res while others are all blurred.

The one window on the house isn\'t aligned because the uv unwrap has that face as a rectangle and not a little of-kilter as it is on the model.  It\'s a simple matter of moving the vert on the unwrap and adding a bit of texture.  Very nice texture on it btw.  Love it.

I\'m still trying to figure out how a picture of a spider eating Link\'s head got in here...

:emerald:

eye776

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« Reply #19 on: October 02, 2005, 05:33:34 pm »
@ArcaneFalcon: Strange enough, the dragon was made out of a cube... not nurbs. :) Te picture of the spider eating Link\'s head (LOL) is a shot from my 3d fangame.

Gentar

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« Reply #20 on: October 02, 2005, 06:30:15 pm »
good job eye, I like your work. Youre probably right about the graphics, but there is some reason that they are to be kept low poly. Maybe it has to do with crystal space. I dont know much about anything of this sort, it was just a guess.
« Last Edit: October 02, 2005, 06:30:23 pm by Gentar »

Seytra

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« Reply #21 on: October 02, 2005, 08:02:34 pm »
IIRC, the reason for the low poly count is that PS is supposed to run at least somewhat decently on not so recent systems as well. Also, PS\'s code isn\'t as optimised (or at all) yet as well, further reducing performance.

ArcaneFalcon

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« Reply #22 on: October 02, 2005, 08:27:27 pm »
That in addition to the fact that most of the art was made several years ago, and that this is pre-beta tech demo.  I have no idea if it\'s considered an official alpha, or if it\'s still pre-alpha, but that in and of itself should be enough of an explanation.

:emerald:
« Last Edit: October 02, 2005, 08:27:57 pm by ArcaneFalcon »

JellyWerker

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« Reply #23 on: October 02, 2005, 10:33:09 pm »
was that part of the zso fangame?
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Gentar

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« Reply #24 on: October 03, 2005, 02:47:01 am »
Arcane, are you implying that the graphics are supposed to be improved as time progresses?

Karyuu

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« Reply #25 on: October 03, 2005, 02:56:26 am »
I would think that to be a logical conclusion to make, but it doesn\'t always happen. (For example, I loved the Fenki model a whole lot more the way it appeared in MB.) However, just as the game evolves so do its artists if they choose to stick around, so a gradual improvement of graphics in general is to be expected.
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eye776

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« Reply #26 on: October 03, 2005, 01:45:50 pm »
The elven guard is almost finished. Just doing a nice texture for it. BTW where can I find some in depth docs on exporting to CAL3D (how many parts should there be, how must i name joints...)

@ JellyWerker: no. it\'s part of my own fangame (ZFOTW) -read the title bar- :)

Moogie

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« Reply #27 on: October 03, 2005, 03:42:46 pm »
Saying development has been \'slow\' just because you see no new areas or models is a very ignorant. ;) You\'ll be pleased to know we have both 3D and 2D prospects which are shaping up to be very promising members of the team.

In the meantime, development has not slowed down; merely, focus has shifted to more \'important\' things than some new expansive, barren maps for you to run around and do absolutely nothing in. Maybe you want more of that, I dunno... but our artists are currently working on better things.

Your work isn\'t too bad, eye. I\'d suggest studying a bit to improve your anatomy/bone structure detail. Practice makes perfect, after all. :) Once you have a decent collection of high quality work, I\'d suggest applying to the team, if that\'s what you want.

rosmerelmer

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« Reply #28 on: October 03, 2005, 05:49:08 pm »
well considering planeshift is already running a few years, and this game is still in beta-pre alpha testing game, by the date that the game actually becomes playable (read:finished) the graphics would be hugely out dated. unless people just want to remodel/texture every art in this game i think it will never end up to be pretty AND big...

need opinions about this.

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

Karyuu

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« Reply #29 on: October 03, 2005, 05:52:26 pm »
I expect that the graphics will in fact evolve as the rest of the game evolves. For example, character models had to be recreated for CB, and are already a lot more complicated than what they were in the previous version. I have no doubts that by the time PlaneShift can be considered a \"finished\" game (coming out of beta, perhaps) the graphics will be approaching those of the more popular commercial game projects.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.