Author Topic: My 3D Works  (Read 1599 times)

Exhibit 13

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My 3D Works
« on: November 17, 2005, 06:48:33 am »
Here is my first creation. It\'s a wood cutters axe. Who knows, maybe this can be in the game :o).



Oh and please comment and critique.

Also, I might post some 2D artwork (But i\'m not very good at drawing).

Enjoy :o).
« Last Edit: November 17, 2005, 06:49:34 am by Exhibit 13 »

LigH

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« Reply #1 on: November 17, 2005, 02:20:43 pm »
The handle may get a little broader (ellipsoid) part for a better grip - but overall, good relations for a one-handed axe.

When two-handed weapons will be developed, I\'m sure that real woodcutters may prefer two-handed axes as well.

And speaking of handling them... I hope that the most races will get different animations for woodcutting/rockpicking, and fighting. Ylian animation is compatible for both actions; but Enki (sideways or dagger stitching) and dwarven animation (\"half-circle of rage\") looks for crying in tears...

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Gentar

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« Reply #2 on: November 17, 2005, 02:51:10 pm »
lol, did you see my axe in my thread http://www.planeshift3d.com/wbboard/thread.php?threadid=17228&boardid=22&sid=92f17e7332422e24f0ec0b4dd11101f3&page=5? . Its very similar, and it was my second model ever. If you want it in game however youre going to need a texture more similar to mine using uv mapping, where it is hand painted.
« Last Edit: November 17, 2005, 02:54:26 pm by Gentar »

Exhibit 13

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« Reply #3 on: November 18, 2005, 01:19:47 am »
Ok, I fixed it up. Heck, maybe it can even be a wood/battle axe?


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Points: 171
Edges: 332
Faces: 165
36.1K Bytes
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It\'s wierd, I cannot get the wood to show up.
« Last Edit: November 18, 2005, 02:13:56 am by Exhibit 13 »

Wired_Crawler

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« Reply #4 on: November 18, 2005, 10:10:50 am »
IMO cross-section of the handle should be oval on the whole length, it would be much harder to break.
I\'m little confused by those numbers - are they the result of smoothing, or do they show the real number of  vertices/edges/faces ?
"Close the world, txEn eht nepO."

Draklar

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« Reply #5 on: November 18, 2005, 01:01:50 pm »
Seems easier to be handled now.
But remember artwork that is showed to public won\'t make it ingame ;)
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Cyl

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« Reply #6 on: November 18, 2005, 04:09:01 pm »
Did you model it in one piece, or are blade and handle different objects, remember haveing several objects is not very prudent if it comes down to lightening
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Exhibit 13

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« Reply #7 on: November 18, 2005, 04:35:10 pm »
Oh, I do not smoothe my objecy because that makes the file size to great.

And I just learned to UV Map. Im working on a battle hammer.

And the axe handle is oval. I just think you looked at my first picture.
« Last Edit: November 18, 2005, 04:36:20 pm by Exhibit 13 »

Keyaz

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« Reply #8 on: November 18, 2005, 08:06:46 pm »
what program are you using per chance?

Exhibit 13

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« Reply #9 on: November 18, 2005, 10:09:33 pm »
Okay, I finally understood UV Mapper. Here is the battle hammer.

« Last Edit: November 19, 2005, 02:41:55 am by Exhibit 13 »

Exhibit 13

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« Reply #10 on: November 20, 2005, 02:19:42 am »
Does anyone know a tutorial that shows me how to put my created object and uv texture in game? The tutorial on the top page just isnt working for me.

Keyaz

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« Reply #11 on: November 20, 2005, 06:29:12 am »
like i said, wht program are you using?
different methods for different programs

Exhibit 13

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« Reply #12 on: November 20, 2005, 06:59:05 am »
Im using anim80r. I would post the url. But when you add the 8 and a o it makes a smiley face. That 0 is suppose to be an o.

Keyaz

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« Reply #13 on: November 20, 2005, 07:14:10 am »
never heard of this program before, probably why it\'s difficult to get the models working in CS format, and to post the link of it without the smiley face, check the \'deactivate smilies\' checkbox above the submit button

most commonly used programs here are 3d studio max, wings 3d and blender, if i recall

Cyl

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« Reply #14 on: November 20, 2005, 08:12:08 am »
Well can you export from anim8or to .obj?

If so you shouldnt have to much problems, because if  all fails .obj can be imported to both Max and Blender.
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