Author Topic: Induane's Models  (Read 3661 times)

Induane

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Induane's Models
« on: July 20, 2007, 01:00:16 am »
Induane's Models

I am planning on using this thread as a central place for the models I occasionally throw together for PlaneShift.  Some will be incomplete without someone to finish them and since I lack time to fully finish some of these I'm hoping that someone will come along, download them, and perhaps eventually finish one to contribute to the game.  Developers or anyone looking to contribute might be able to utilize some of this.  I hate to waste polygons.

With that in mind, I guess I should start:

Dermorian House:


Download link:  http://vaalnor.mine.nu/Downloads/planeshift/Models/DermorianHouse2.blend

Description:  This is a model of a Dermorian house I did about a year ago.  I made it initially to have a nice PlaneShift style model to put in my portfolio for my application.  I never got around to completely finishing it though, and its been rotting in a folder so I figure maybe someone can use it.

Screenshots:









geostik

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Re: Induane's Models
« Reply #1 on: July 21, 2007, 09:02:43 am »
why don't you texture it ?

rast

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Re: Induane's Models
« Reply #2 on: July 21, 2007, 02:25:40 pm »
Looks pretty good, though the central beam looks a bit thick from what i can see. I'll download it and try to tweak/texture it a few minutes. :)
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Bastiq

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Re: Induane's Models
« Reply #3 on: July 22, 2007, 05:06:42 am »
Nice work!
Reminds me of a UFO untextured ;)

Induane

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Re: Induane's Models
« Reply #4 on: July 22, 2007, 09:04:24 pm »
Quote
why don't you texture it ?

Motivation... Time....

Quote
Looks pretty good, though the central beam looks a bit thick from what i can see. I'll download it and try to tweak/texture it a few minutes.

I thought it looked funny too although its drawn to scale with the drawing.  Probably needs modified a bit in that department.

rast

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Re: Induane's Models
« Reply #5 on: July 22, 2007, 09:13:21 pm »
Quote
Looks pretty good, though the central beam looks a bit thick from what i can see. I'll download it and try to tweak/texture it a few minutes.

I thought it looked funny too although its drawn to scale with the drawing.  Probably needs modified a bit in that department.

I think maybe it gets too thin towards the base too. I'll try and post some renders/screenys once i've eddited the mesh.
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rast

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Re: Induane's Models
« Reply #6 on: August 15, 2007, 03:33:53 pm »
update:
Really sorry it's taken so long for me to get this up here :( My internets been going on and off for a few days so here's the texture now while it's still working. The wooden structure isn't uv mapped yet so i just stuck a rough wood texture on it.
512*512:



cheers,
Rast
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Nikodemus

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Re: Induane's Models
« Reply #7 on: August 15, 2007, 04:17:24 pm »
yay! Great job!



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Karyuu

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Re: Induane's Models
« Reply #8 on: August 15, 2007, 06:55:34 pm »
There's something odd with the mapping in several places - the seams stretch and sometimes don't match up. Check the structure at the very top of the hut for an example. The texture itself could use more of a "lived in" feel. Right now it's a little too brand new - where is the wear-and-tear? :) There would probably be some dirt and grime at the bottom of the hut, where it meets the ground, as well as on the poles supporting it.
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rast

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Re: Induane's Models
« Reply #9 on: August 15, 2007, 09:50:09 pm »
@Nikodemus
Cheers :)

@karyuu
In terms of mapping (fixed the top - mostly):

any better?
Done more on the texture - general detail and grime =) :


I've given up trying to UV map the wooden frame, so here's the blender file and texture for anyone who feels like playing about with the UV maps:
>download here<

ta,
Rast
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Karyuu

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Re: Induane's Models
« Reply #10 on: August 15, 2007, 09:57:40 pm »
More grime! Dirt and grime is gooood :D I would also recommend that you up the texture size to 1024, because the blurring is quite bad in certain areas that need to have detail visible (such as canvas ties). We can always shrink and downsample, but having a higher quality texture available is also good.
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rast

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Re: Induane's Models
« Reply #11 on: August 16, 2007, 01:27:07 pm »
Upped size and added a bit more grime. Any better? Even added a lantern =D




and the lamp texture (took 3 minutes):

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ArcaneFalcon

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Re: Induane's Models
« Reply #12 on: August 18, 2007, 07:03:41 am »
First, you have tons of unused uv space. Second, I personally would take some of the polys out of the roof and throw them in the leg thingys on the sides. You'll see the sides more than the top I think. Don't add more sides to the legs, but more edge loops so you can make them interesting and less geometric.

If I were you I'd arrange my uv's for that like this:



No, you don't have 4 seams, because you'll paint that quaded circle just like you would a seamless texture (and you don't see the seams on those now do you?).

Looks like a good start though, could polish out to look pretty nice.
« Last Edit: August 18, 2007, 07:23:27 am by ArcaneFalcon »

rast

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Re: Induane's Models
« Reply #13 on: August 18, 2007, 04:02:59 pm »
I think I see what you mean (there is a lot of wasted texture space). I don't have enough time to completely re-do the texture though, but I might be able to combine it with the uv for the wooden legs (or possibly the lamp).

I will try do to edit the wooden legs as soon(tm) as I get some more spare time ;)

cheers for the pointers =)
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Faldurai

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Re: Induane's Models
« Reply #14 on: August 29, 2007, 12:46:06 am »
rast: very nice stuff. I know only too well how difficult such stuff is. First the funny modelling for just 1-2 hour and then the more complex stuff of uv-mapping and texturing...
Would be nice to see it ingame, though I know it is nearly impossible :(