Author Topic: How to make models "official"  (Read 1769 times)

meigoltann

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How to make models "official"
« on: October 16, 2005, 01:06:10 pm »
I know this part of the forum is only dedicated to \"FAN\" art but, since I noticed that a there\'s a lot of people (like me) who would like to contribute with their ideas to the game, I think that more \"official\" (read \"technical\") rules are needed for low poly modeling.

I\'ll try to explain.. (be patient with my english please):

To build a 3D model with one of the suggested programs and keep count of the polygons is quite simple (I\'m not talking about \"good\" models), and we know also that a common object must have less than 200 poly and so on...

A little harder is to figure out how that model would look like into the game and, I experimented this, to compile and run CS without a simple step-by-step guide isn\'t just an ordinary task for common users.

I suggest (the staff) to write a document that explain how \"official\" game graphics (3d and 2d) must be, and how the candidate models will be valued so that people wishing to see their work appreciated can work in the right direction.

Style guide-lines will also be helpful.


If there\'s nobody assigned to style supervision, well... may I suggest me? :)

Farren Kutter

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« Reply #1 on: October 16, 2005, 01:33:00 pm »
Seems like an ok idea... But there is still the fact that the developers wish for the public not to see the weapons before they appear ingame. I may be quite wrong, but that is the impression I am under.




Neryam

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« Reply #2 on: October 16, 2005, 01:35:29 pm »
Well.. they didn\'t say that, they merely said \"if you post the model in the forums, chances are almost none that you will find it in-game\"

But yeah this would be cool
Vis vires est haud claustrum ut animus. Power is no bar to the Heart.
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kriller

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« Reply #3 on: October 16, 2005, 01:58:19 pm »
How will you ever get the chance to make some ingame stuff if you dont show what you\'re capable of doing?
Keep on running, otherwise you\'ll never catch up.


Moogie

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« Reply #4 on: October 16, 2005, 02:15:15 pm »
2D/3D prospects are told exactly what is expected of their work when they are given their test assignments. Generally speaking, if you have PlaneShift, then you have the greatest \'style resource\' possible for the project. Simply work in the PlaneShift style. :]

The stickied threads in this area are very helpful in outlining the \'rules\' needed to follow.

Compiling and running CS isn\'t really an art issue, and is by no means required to preview your work in the PS world. This is what Viewmesh is for.

meigoltann

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« Reply #5 on: October 16, 2005, 02:16:04 pm »
Kriller resumed perfectly the idea I tried to espress.


The point is:

Planeshift need help - many people eould be happy to give help - unfortunately not everybody is able to give properly the help required...
...but the ones who could be able need specific tasks to prove their skills with, not just wander around blindly.



Important note: I\'m not trying to establish a \"most beautyful weapon model\" contest. I think that it is not necessary that we know if a model will be added or not, but who wants to help need to know if the thing he\'s working on is somewhat required or not...




edit: when I talk about style I mean \"kran artifact\" or \"elvish artifact\" styles (read \"the particulars that distinguish racial artifacts\"). Obviously, this kind of attention is required only if we\'re going to have different artifacts for each race... like the different house styles shown in the concept art area of the site.
« Last Edit: October 16, 2005, 02:20:52 pm by meigoltann »

Farren Kutter

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« Reply #6 on: October 16, 2005, 03:09:10 pm »
Don\'t get me wrong, if i were any better at modeling I would love to be able to help make weapons and stuff for them... unfortunately i have never taken any classes or courses on 3D modeling and generally don\'t like tutorials. I like to figure stuff out on my own, getting a few tips from my brother from time to time and sometimes from my friends here on planeshift. *Imagines two of his scimitars in his hands as he walks around Yliakum*




Keyaz

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« Reply #7 on: October 16, 2005, 03:25:44 pm »
you need to be on the team to know the intricate little details.
you need to know the intricate little details ot be on the team.

vicious circle ^^

Crystal space site has a dohickey download for artists so they don\'t have to get pwnt in confusion of compiling the entire of CS

ps-mc has a link to that download dohickey too,
and i beleive a great guide by Cherppow from making a hat in blender, texturing it in gimp, uv mapping, converting to crystal space format and adding it ingame.

all oyu need to know is already here somewhere, good luck by the way
« Last Edit: October 16, 2005, 03:26:28 pm by Keyaz »

meigoltann

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« Reply #8 on: October 16, 2005, 04:58:20 pm »
Ok, I\'m going too far...


All I was talking about is:

Staff says: \"Why don\'t you mess around with a possible design style for the underwater city?\"

then all the so-called artists like me start to mess around with pictures and proposals about this and that...

Eventually Staff look at all the work the little so-called artists have done and **IF** they see something worthy, THEN they earned a new idea... ELSE we have messed around like we always did.






Now, stop the ideas and talk about some genuine FAN art:

http://xoomer.virgilio.it/meigoltan/ps.htm

kriller

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« Reply #9 on: October 16, 2005, 06:27:29 pm »
Some nice work there meigoltann. I really like that crystal axe, a dwarf like me would be really proud walking around with such a shiny weapon.
Keep on running, otherwise you\'ll never catch up.


ArcaneFalcon

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« Reply #10 on: October 16, 2005, 07:02:41 pm »
Ok, there is a problem here, and it\'s not the fact that PS doesn\'t have enough artists.  The problem lies in the fact that PS doesn\'t have enough *consistent* artists.  It doesn\'t help PS to have a zone thrown together by 15 contributors.  The art doesn\'t fit because it\'s thrown together by 15 different people.  The key is consistency in style.  It\'s one thing to have a few artists work together on a large project, but to have little on or two object contributions just isn\'t practical.  Don\'t complain about the PS team making contributions difficult, it\'s for a good reason.  I think the bottom line here is either try joining the team, or start practicing, because random contributions simply don\'t help.

:emerald:

Farren Kutter

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« Reply #11 on: October 16, 2005, 08:45:25 pm »
One thing that just always befuddled me is why broad swords look like ninja swords... I mean ninja swords are cool but broad swords are symmetrical I thought...

edi: spelled broad wrong.... Don\'t ask, i think it was just a typo, i had spelled it as bord
« Last Edit: October 16, 2005, 08:47:14 pm by Farren Kutter »




JellyWerker

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« Reply #12 on: October 17, 2005, 03:12:18 am »
true, boradswords do have a symmetrical blade, but it\'s a fantasy game :P
Warning: Prone to common sense.


Cherppow

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« Reply #13 on: October 21, 2005, 01:41:09 am »
Hi,

Like Moogie said, PS itself is the great style reference. The setting section at www.planeshift.it can also give deeper insight of the whole PlaneShift world. After that, let the imagination fly. :) Remember though, that not all items are wonderous in detail and luxury. Many are plain and worn.

Personally I think PS has quite a supply of weapons already, and I would like to see more \'peaceful\' items. A world is full of them.

Although models posted in the forums seldom get accepted, they are a very good way to show your skill, knowledge and dedication. :)

Thanks, and have fun.
« Last Edit: October 21, 2005, 01:42:20 am by Cherppow »