Author Topic: Dunaduriums models thread  (Read 3293 times)

Dunadurium

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Dunaduriums models thread
« on: January 03, 2006, 04:44:03 am »
In this thread i will be posting some models and works in progress, along with some older works that i may sometimes find and post if i have nothing new at the time.
I first just posted a model of some concept art that i modeled but have since posted some other stuff and dicided to write a better intro as i will be continueing this thread for a little while.


So yeah this is the first model i posted, i did it based off of one of Gentars concepts. It was very fun modeling it:

At this stage it has a pretty high polly count but i will make a much lower polly version soon(150-200).
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmwireframeref.jpg


The texture job on this was real fast so its not that great right now, maybe ill actually do an unwrap and do a proper texture, but thats not generally what i enjoy so if anyone wants to make a better texture (maybe for the lower polly version) be my guest.
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmcleantex3.jpg
This has a cleaner metal texture which gives it a completely different look, i think the other gives it more of an old, ancient look like it was found in the bottom of a dungeon, while this is more of what someone would actually wear :D
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelm3wireframe.jpg


So yeah ill try get that low polly version up soon. Any ideas on changes or suggestions are welcome.

BTW- ive been following planeshift for over 3 years, basically from the start so no im not a first poster i just checked into the forums for the first time in a loong time and had to reregister and so then i saw this concept art and thought i had to give something a quick model ;)



*EDIT: the original concept art, and reference for the model, that Gentar created was this:
**i converted alot of the shots to url\'s because the page was getting pretty crowded.

-Dunadurium
« Last Edit: January 11, 2006, 09:49:07 am by Dunadurium »

Karyuu

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« Reply #1 on: January 03, 2006, 04:57:32 am »
Excellent work :D Rather high-poly for something to be used in-game, but I\'m sure you weren\'t working with this in mind. Kudos to Gentar for the design - and I\'d love to see the rest of the costume modeled to go along with the helmet, heh. But! I\'d also like to see your completely own work as well, Dunadurium! :D Definitely hope you\'ll post more.

(If you don\'t mind, could you edit the post you made in Gentar\'s thread, to contain just a link in this direction? So people comment on your work in this thread, and on Gentar\'s work within his own.)
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Dunadurium

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« Reply #2 on: January 03, 2006, 05:04:55 am »
Quote
Originally posted by Karyuu

(If you don\'t mind, could you edit the post you made in Gentar\'s thread, to contain just a link in this direction? So people comment on your work in this thread, and on Gentar\'s work within his own.)

Sure NP,
And yes im working on the low polly version as we speak ;)
-Dunadurium
« Last Edit: January 03, 2006, 11:15:20 am by Dunadurium »

Dunadurium

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« Reply #3 on: January 03, 2006, 11:09:41 am »
Ok so here i got the lower polly version down to 185 polygons, it could probably go another 40 or 50 lower but it would lower detail quite a bit so i didnt want to do that until i was sure it needed to go lower.  So anyone know if that is acceptable for the engine to handle an object of this type?

here it is:
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmLOWwireframes.jpg
The main thing i did was alpha map a texture onto a plane and just get rid of the panel on top all together. That alone took care of almost 150 polys. Then i took out the trim around the edges(ill paint it in later), after this i went on a welding rampage on the inside of the helm and reduced pollys by quite a bit there. the rest was all the little things here and there that could be reduced.
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmLOWpolly4.jpg
the texture is just the old one minus the gold trim so its really bad right now.
http://i27.photobucket.com/albums/c155/Dunadurium/highromanhelmLOWpollynew2.jpg

So yeah ill work on a texture and it should get a lot better. That will be tomorrow though. :)

-Dunadurium
« Last Edit: January 08, 2006, 11:41:48 pm by Dunadurium »

Nilrem

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« Reply #4 on: January 03, 2006, 11:51:44 am »
Your abilities are great, without any doubt.

Although you say that the texturing of this latter model is worse than the first (and it\'s true it is) I don\'t think there should be really a big noticeable difference once in game, and obviously the low polygon version would look as fine as the high one, imo.
EDIT: In the second image of this last post, it seems to me that the open place, where the eyes of the soldier should go, have lost simetry, is this a weird effect or shadow? seems that in the first one the simetry is fine /EDIT

Still, if I\'m allowed to say it, well, now I realize I can\'t really say it since I don\'t know the word, but the point is that this helmet is more for \"special dates\" and not for battles, that perhaps should go to the original designer, Gentar, since your 3d adaptation is very strict and detailed, so Gentar and everyone... let\'s just make a little exercise altoguether, let\'s imagine a line of infantry, the first one, all with that helmet on his head... we\'re all imagining the rest of the army at their rear, right? Ok... Let\'s all thing in a windy day (or some funny azure way mage) mmm I think you start to see my point... yeah, either the helmet is really fine subjected to it\'s owner\'s head (causing that, by that wind force, and the \"sail\" they\'ve got at top, their neck breaks) or the helmet flyes away, and with that spicky crystal it has, we\'ve flying crystal daggers over own troops.

Friendly fire. Just lovely. Equally mortal.
« Last Edit: January 03, 2006, 11:55:18 am by Nilrem »
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Sevatt

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« Reply #5 on: January 03, 2006, 12:31:59 pm »
Looks great

Dunadurium

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« Reply #6 on: January 03, 2006, 08:57:39 pm »
Quote
Originally posted by Nilrem
Your abilities are great, without any doubt.

Although you say that the texturing of this latter model is worse than the first (and it\'s true it is) I don\'t think there should be really a big noticeable difference once in game, and obviously the low polygon version would look as fine as the high one, imo.
EDIT: In the second image of this last post, it seems to me that the open place, where the eyes of the soldier should go, have lost simetry, is this a weird effect or shadow? seems that in the first one the simetry is fine /EDIT



Yes my intent was to keep the original look and quality as much as possible. The way i model some objects is make a high polly version first and then you get an idea of what looks good and what can be removed, that way the low polly version ends up looking as good as possible.

*And yeah in that last pic, i had accidentally moved a vertex before i rendered. (lol dont know how i didnt notice that though) so thx :)

About the sails, i imagined them to be a lot less rigid lol. first i considered making a sort or feathery texture, but i thought it might end up looking like a native american style which it is not ;)

Anyway, i\'ll start working on a texture for the helm soon and correct the \"sail\" texture so its not warped.

-Dunadurium
« Last Edit: January 03, 2006, 09:00:01 pm by Dunadurium »

Farren Kutter

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« Reply #7 on: January 03, 2006, 09:02:45 pm »
Dude, this stuff is awesome. You should attempt to model Gentar\'s personal armor, that would be so awesome. I\'m sure he\'d appreciate it a lot.




Gentar

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« Reply #8 on: January 05, 2006, 01:32:52 am »
OMG!!!!!!!!!!!! Its my helmet!!!!!! Thank you!!!!!!!!!!!!!!!

Thats awsome. I think you should definitely go for the hand drawn texture if you want, pm me and ill give you my email so I can texture it for you. If the model can be imported into blender that would be nice to have also.

You dont have to change this if you dont want obviously, but the intention was for the are you have colored to be another layer of bronze colored metal on top of the silver helmet, but your way is alright too. The object in the center was simply a longer feather and the metal part leading up to it was part of the wount thingy.

Also Ill post a link under my picture to your thread.
Thanks again!
« Last Edit: January 06, 2006, 12:02:45 am by Gentar »

Dunadurium

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« Reply #9 on: January 05, 2006, 10:34:09 pm »
Ok, sorry for the delay, ive finally got the texture up. Its not the best right now but it was a quick one. I just wanted it to get done.  So yeah this was all done by mouse, hence the ugly lines.

http://i27.photobucket.com/albums/c155/Dunadurium/crappytexturefullhelm3.jpg

thanks Gentar for clearing up the little details, i did intend to change the texture anyway, thaat other one was just a place holder (just to have something there ;))
Ill pm you the unwrap bitmap so you can make an actual nice texture ;P besides, you\'ll be able to paint it how you first imagined :)

http://i27.photobucket.com/albums/c155/Dunadurium/crappytexturefullhelm.jpg

EDIT: just did a few last touches:
http://i27.photobucket.com/albums/c155/Dunadurium/crappytexturefullhelm4.jpg

and the back view in default light (yeah i know the seams are really bad but i didnt have the patience to do them up properly :P)
http://i27.photobucket.com/albums/c155/Dunadurium/crappytexturefullhelmback.jpg

So yeah, ill start working some other models now, maybe put up a few older ones ive made :)

-Dunadurium
« Last Edit: January 16, 2006, 07:12:58 am by Dunadurium »

Gentar

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« Reply #10 on: January 06, 2006, 12:00:06 am »
Thats awsome! You have it, great job

Dunadurium

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« Reply #11 on: January 08, 2006, 03:12:18 am »
alright i made this pipe in a few minutes but i thought id just post it cus i really like the idea of having ipes in a fantasy setting. It gives a certain character to any dwarf ;P and makes for good RPing in taverns etc.



i just photo sourced for the texture, but i think it turned out pretty good for the low polygons.





so do you think pipes would be apropriate in planeshift. I know people may say that it advocated smoking or tobaco use, but i really think its fine in a fantasy setting, just look at LOTR and its vast lore on pipes and pipe weed for example ;)

-Dunadurium

[ Edited to fix "PlaneShift" :> --Karyuu ]
« Last Edit: February 26, 2007, 01:14:39 am by Karyuu »

Aklarand

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« Reply #12 on: January 08, 2006, 01:22:55 pm »
Pipes are neat. Love the model.

I think that pipes are perfectly viable in any fantasy setting as their use is as timeless as... well... actually... the 1500\'s BUT I believe that should a society have access to tobacco, it\'s highly unlikely that they\'d know what the US Surgeon General would say so I say PUFF ON!

Frank

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« Reply #13 on: January 08, 2006, 06:36:07 pm »
pipe would be a cool addition to the charcutres personalty i think how about some glass pipes you could put some really cool colors in those

Thenior

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« Reply #14 on: January 09, 2006, 07:09:09 am »
Quote
Originally posted by Karyuu
...Rather high-poly for something to be used in-game, but I\'m sure you weren\'t working with this in mind. Kudos to Gentar for the design - and I\'d love to see the rest of the costume modeled to go along with the helmet, heh. But! I\'d also like to see your completely own work as well, Dunadurium! :D Definitely hope you\'ll post more.


512 polygons is high?

You could always normal map it :P

AKA Manadora