Author Topic: Adraax: Klyro's City Project  (Read 87040 times)

minetus

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Re: Klyro's City Project
« Reply #360 on: June 06, 2006, 01:15:48 pm »
hmm xordan thats full maps with all objects? inca told us around 90 000 polys the whole map scene (including houses, trees, etc etc)

thats why i was presuming 6 000 polys for the basic map scene (no trees, no rock formations, no other objects)

Arangol

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Re: Klyro's City Project
« Reply #361 on: June 06, 2006, 01:24:23 pm »
Hmmm, that's not much...
Minetus check my last post, the edit.
My map is right now 40k faces so it's quite heavy. I think I'll try to get it down to 4k. Hmm quite a lot of work.
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Baldur

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Re: Klyro's City Project
« Reply #362 on: June 06, 2006, 01:29:43 pm »
I believe in you, mate :) You can do it!

minetus

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Re: Klyro's City Project
« Reply #363 on: June 06, 2006, 01:45:55 pm »
how come you have the double of the faces i got?
the original had 20000 poly's

Arangol

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Re: Klyro's City Project
« Reply #364 on: June 06, 2006, 01:53:01 pm »
Whattaa?!?
Btw it was a miscalculation, it was 70k faces. But now fixed. Got it down to 10k faces.
« Last Edit: June 06, 2006, 02:57:51 pm by Arangol »
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

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minetus

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Re: Klyro's City Project
« Reply #365 on: June 06, 2006, 03:15:12 pm »
update on the rock formation:

Arangol

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Re: Klyro's City Project
« Reply #366 on: June 06, 2006, 03:41:06 pm »
Here too:


Still in early stages. And bad light setup, sorry for bad render.
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

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minetus

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Re: Klyro's City Project
« Reply #367 on: June 06, 2006, 04:49:08 pm »
almost done,


arangol ? ;D :P

Baldur

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Re: Klyro's City Project
« Reply #368 on: June 06, 2006, 05:31:07 pm »
So I decided to plan another assault on paint, I made a "wall"(more of a panel) used for indoors. The Seaweed fibers in the back are put so that they cover the holes, the front panels create, when seen straight in front of it and a bit to the sides. The distance between both the front and the back fibers create a an area when air can pass without being stopped leaving little need for doors. This furniture is used indoors and can also be connected to other panels as you see in the cutout.

LARAGORN

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Re: Klyro's City Project
« Reply #369 on: June 06, 2006, 05:42:41 pm »
I like it Baldur :thumbup:
     Would the seaweed be soft or would they use "Klesstron" (A glue like thing the klyros use for yeah, glue. Found in Rangorstyll), if left to drie this becomes hard.

All great truthes begin as blasphemies- SHAW
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Arangol

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Re: Klyro's City Project
« Reply #370 on: June 06, 2006, 05:48:34 pm »


Soon..

EDIT: Small update:


« Last Edit: June 06, 2006, 05:55:56 pm by Arangol »
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

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Baldur

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Re: Klyro's City Project
« Reply #371 on: June 06, 2006, 06:54:13 pm »
I like it Baldur :thumbup:
     Would the seaweed be soft or would they use "Klesstron" (A glue like thing the klyros use for yeah, glue. Found in Rangorstyll), if left to drie this becomes hard.

Well, I hadn't thought of that. I thought they should be out of soft fibers, easy to put up and away(Hardened Objects have a higher density/weight, don't they?) The fibers could also be used for the "Klyro's Window Shaders" i've been working on as they don't let through light that easily but can still let through acceptable amounts of air, ventilating most "off-screen" parts of the house. Coming back to the "Klesstron", that would be more like a fence if we put steady materials between each other ;)
« Last Edit: June 06, 2006, 06:58:23 pm by Baldur »

Inca Sator

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Re: Klyro's City Project
« Reply #372 on: June 06, 2006, 08:32:24 pm »
Hi, guys. I talked with Xordan and other developers. So they assure me that you can use more than 300 000 polycounts...!!!!!!!!!!!
BUT. The main task for real professional game-developer - to make a high quality picture with less polycount. Keep this in your minds and spend your faces wisely. And don't misunderstand - other limitations (for houses, trees etc) are still true. Also, i think if you limit yourself in polycount this would be a nice practice for you.

P.S. if anyone get bored and don' know what to do--->drop in Klyros City...Names, Places, find a word you like and draw/model it. For example, i wonder what this "Choria" fish looks like? :)
« Last Edit: June 07, 2006, 12:45:03 pm by Inca Sator »

Baldur

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Re: Klyro's City Project
« Reply #373 on: June 06, 2006, 10:48:03 pm »
Hi, guys. I talked with Xordan and other developers. So they assure me that you can use more than 300 000 polycounts...!!!!!!!!!!!
BUT. The main task for real professional game-developer - to make a high quality picture with less polycount. Keep this in your minds and spend your faces wisely.
Also, i think if you limit yourself in polycount this would be a nice practice for you.

P.S. if anyone get bored and don' know what to do--->drop in Klyros City...Names, Places, find a word you like and draw/model it. For example, i wonder what this "Choria" fish looks like? :)

I have no idea, please show me ;)

Arangol

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Re: Klyro's City Project
« Reply #374 on: June 07, 2006, 08:14:28 am »
Updated the name list int he name thread. Choria is on it.
« Last Edit: June 07, 2006, 05:42:51 pm by Arangol »
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

Choose how the Klyros town will look like:
Klyros City Project
Klyros Names