Author Topic: Adraax: Klyro's City Project  (Read 100754 times)

Otcho

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Re: Adraax: Klyro's City Project
« Reply #960 on: August 31, 2007, 01:57:41 am »
I'll Check it out  :)

rast

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Re: Adraax: Klyro's City Project
« Reply #961 on: August 31, 2007, 12:40:28 pm »
Rast! APPLY!

*chuckle*
That boy is as stubborn as an old boot.

I'll take that as a complement I guess :D

Once I've finished my exams and stuff, I may apply....  :sweatdrop:
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Dihenis

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Re: Adraax: Klyro's City Project
« Reply #962 on: September 04, 2007, 05:02:18 am »
well i've finished one model. this is actually my first model i've ever done for 3d programs so no doubt i have lots of precision problems,but i also want any other criticism. pictures of the model is at www.adraax.byethost9.com/boathouse. i'll see what i can do about downloading the file, but my html's a little rusty. and don't complain about how the site looks now, i just threw it up so y'all could see my beautiful model


Karyuu

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Re: Adraax: Klyro's City Project
« Reply #963 on: September 04, 2007, 07:58:24 am »
A few tips right from the start:

1) Set smoothing on your faces so you lose the harsh polygonal shading, or "faceting," that occurs at the top elements.
2) Watch your triangle count - depending on the scale and final complexity of this object, it can be between 1k to 5k triangles (and would include interior assets). 5k would be for a fully decorated and rather large architectural model with several props.
3) Make sure you're using reference photos or drawings for a realistic construction - those stairs for example have to be held up by something. Also make sure that they are fully touching the ground planes and no section is floating in the air.
4) PlaneShift doesn't get along too well with double-sided faces, so make sure that you don't have them in your model. If this is something that only has to be changed when you use the exporter, then don't worry about it - I'm not sure how it works in Blender. Otherwise, just make sure that if something is flat but needs both sides viewable, both sides have a separate set of polygons.
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Durwyn

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Re: Adraax: Klyro's City Project
« Reply #964 on: September 04, 2007, 11:49:30 am »
this is actually my first model i've ever done for 3d programs so no doubt i have lots of precision problems,but i also want any other criticism. pictures of the model is at www.adraax.byethost9.com/boathouse. i'll see what i can do about downloading the file, but my html's a little rusty. and don't complain about how the site looks now, i just threw it up so y'all could see my beautiful model

i like the boat :) for the downloading you have many freewebhosting for that..i use mainly uploadingit.com and my dudu.110mb.com . i can host it for you if you want once you corrected the things that needs to ;o pm or email me.

Good work  ;D

Note : i wont criticism i know nothing about 3d and stuff..lol   :oops:
http://arjrcouvin.jimdo.com/
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Dihenis

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Re: Adraax: Klyro's City Project
« Reply #965 on: September 10, 2007, 03:11:43 am »
I've touched up the model some. still some precision problems but i'm working on those. still at adraax.byethost9.com/boathouse I redid the roof and the stairs. Karyuu that roof was intentional (Quorka : long lived tortiouse looking creatures [possibly use shells as shield or even roofs of huts]). i toned down the sharpness of it though.

i made a banner just for fun. its pretty simple.

http://adraax.byethost9.com/finalbanner.jpg
« Last Edit: September 11, 2007, 02:33:02 am by Dihenis »


Ver

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Re: Adraax: Klyro's City Project
« Reply #966 on: September 10, 2007, 03:54:51 am »
Is this actually going to be put into the game?

Dihenis

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Re: Adraax: Klyro's City Project
« Reply #967 on: September 10, 2007, 04:14:25 am »
no, its just a player-run project that right now doesn't have many contributors

Quote
This Project mainly goal is for the creation of alternatives for Klyros architecture, its not supose to be to create a actual city to implement ingame due to the rules of non disclosure set for artwork to be implemented, in other words if the public see's it before being implemented it wont be..
We also use this project to better ourselves training and maybe one day if we are ready we can help with the game design in a more direct way Cheesy
this project is open to anyone who wants to participate. eaven if is just to give your opinion or sugestions


Baldur

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Re: Adraax: Klyro's City Project
« Reply #968 on: September 10, 2007, 07:40:27 pm »
i made a banner just for fun. its pretty simple.
http://adraax.byethost9.com/finalbanner.jpg
404 Not found

Put it up in free4up, longer lasting effect ;]

Dihenis

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Re: Adraax: Klyro's City Project
« Reply #969 on: September 11, 2007, 02:22:10 am »
well its at the top of http://adraax.byethost9.com/. i don't know why the link didn't work.

edit: wow, i forgot to make it a hyperlink. well i'll fix that now, but it should still be in both places (at the top of the main page and the direct link.)

edit2: i don't get this is doesn't like me putting a direct link. its still at http://adraax.byethost9.com/finalbanner.jpg but it doesn't like being a linky 'cause copying and pasting works
« Last Edit: September 11, 2007, 02:34:44 am by Dihenis »


Baldur

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Re: Adraax: Klyro's City Project
« Reply #970 on: September 11, 2007, 08:06:46 am »
well its at the top of http://adraax.byethost9.com/. i don't know why the link didn't work.
Bit too ordinary, try a boat theme. Also, try to include the text too, make it snazzier.

Keldrena

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Re: Adraax: Klyro's City Project
« Reply #971 on: November 26, 2007, 12:34:31 pm »
Okay, I just sat here and read through this entire topic. If any 2d artists are still working on this, I might be able to model some simple things if I had some pictures for different views. It's cool if you don't want me to, but I'd like to improve and this seems like a good way to do so.


I realize this hasn't been posted into for a while, but I figured posting was easier than pm everyone who posted in this thread.

Xillix Queen of Fools

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Re: Adraax: Klyro's City Project
« Reply #972 on: November 26, 2007, 03:31:40 pm »
This project always continues, albeit it slowly. For many here this is a kind of training ground, and a chance to get some good feedback. Several folks have gone on from this project to become devs and when that happens it slows down some.

Baldur

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Re: Adraax: Klyro's City Project
« Reply #973 on: November 26, 2007, 04:05:45 pm »
Let's call it Dev-kindergarten. This is practically a project which, in lighter terms, simulates a frame in gamedeveloping. You try your hands out in this project, you train, perhaps you discover your talent and even join the dev-squad through the friends you've made.

I agree with Xillix. We've had a bit of a brain drain these past months due to members finding new goals and joining the prospect's team, even developers.

Welcome in, Keldrena. You may check our Forums for further inspiration :)


rast

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Re: Adraax: Klyro's City Project
« Reply #974 on: November 26, 2007, 07:30:25 pm »
Wow..Looked under most recent post and there was the kcp =) how's everyone doing?

@Keldrena
there's a list of stuff on the other forum somewhere of what *needs* to be moddeled...

*searches*
Quote
ITEMS

Eplytaro ( A small knife)

Esquil (Dish-food)

Esorta (lance or Klyros clothing (shirt))

Gerhana (Special seaweed walls Klyros use to screen off different zones indoor) Gerhana

Gardion(A rock who is nicely shaped, with symbols)

Niraga (Well that spits out "transformed" crystals)

Sauurka (distilled version of the "mercury" that the runners or glider's used to fly?)

Shegenriz ( Sharp weapon)

Searban (katamaran)

Trellta ( A Klyros nomad tent)

Xalkaro ( Something the Klyros use to get the bones away from the fish they catch)

If you need a concept i might be able to make a quick one for you if you give me a shout, but see how you can do anyway :)

"You're just jealous because the voices are talking to me and not you...."

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