Author Topic: Moving on to 3d  (Read 1600 times)

scobar

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Moving on to 3d
« on: February 26, 2004, 02:54:59 am »
I did a couple of my weapons in 3ds max, but I did not do them the right way so I got huge poly counts and they would be unusable in games so I started doing them a different way and getting better poly counts.  

A while back, Whemyfield requested a claw for slashing, not stabbing.  I told him I couldn\'t easily do it in 2d so I made him a 3d model that is 204 polygons.  It is not yet textured.




I also modeled a helm I drew earlier in 2d and did a texture layout, but did not finish texturing it yet.  It is 74 polygons

« Last Edit: February 26, 2004, 02:56:58 am by scobar »


faldrok

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« Reply #1 on: February 26, 2004, 03:09:13 am »
Wow man; the helm looks nice. Good job on the claws too.

*thinks of Whemyfield slashing ppl as much as he spams* 8o

Deddarus

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« Reply #2 on: February 26, 2004, 03:50:38 am »
very nice

not sure if u r aware but there is an optimise modifier in max (goto modify tab.. drop down box... its in there somewhere)... doesnt always give good results but can be usefull

what technique are u using?... box modelling, splines, patches (i assume not) or nurbs?

another way to reduce polys is to delete all inward pointing faces (ie the ones that would face the players hand/head when the item is worn and therefore wouldnt be seen)

scobar

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« Reply #3 on: February 26, 2004, 04:34:37 am »
actually a lot of my polygons come from the inside faces.  I didn\'t know if they should be deleted or not.

I did use optimize on both models, and the style I use is I create a geometric shape, then shape it a general way I like it, collapse all>convert to editable mesh, and work with vertices.


Deddarus

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« Reply #4 on: February 26, 2004, 04:59:46 am »
i recomment looking into spline modelling (just my personal preference)

all u gotta do is make a \'cage\' outta connected lines (making sure they form faces with 3 or 4 vertexes), then convert it to a mesh.... give a lot more freedom than boolean-ing or extrude/beveling :)

Quwaar

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« Reply #5 on: February 26, 2004, 09:57:01 am »
Looks pretty damn good. Im a disaster at this, I cant see anything in all those lines :P
Smile... Tomorrow will be worse

Killabazilla

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« Reply #6 on: February 26, 2004, 09:16:26 pm »
Now here come my thoughts on this:

a) this stuff looks pretty good, keep it up

b) unless you purchased 3DS-Max, you should consider switching to a free tool like Blender

c) for in game usage the principles outlined in the Laanx Wheel of Wishes \"How to 3D\" section apply. So no spline-modelling etc.

Keep it up, this looks very promising.
KillaBazilla: Where low-poly really means LOW-poly.

scobar

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« Reply #7 on: February 27, 2004, 06:03:29 am »
Thank you very much for your comments.  I did not personally purchase this copy of 3ds max, however, it is not pirated.  It was purchased by my employer, and I am authorized to use it.  

I haven\'t done any spline modeling, but I do have a question.  Can a model with multiple geometric shapes grouped together into 1 object be used in CS?

I ask because my newest model is just that.  I did so much work on it.  It took just as long to model as it did to texture.  It is the headpiece of the Forbidden Scales.  The armor crafted by the goddess Camika that I posted about in my Unique Items thread.

The model includes the head, left jaw, right jaw, and 4 separate teeth models grouped together.

The total poly count for all objects together is 135




scobar

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« Reply #8 on: February 28, 2004, 02:46:06 pm »
I spent less time modelling which I\'m a newb at, and more time texturing, where I feel more familiar.  I came up with this sign that can be used.  The text of course will be different.  

3ds max says this has 28 polygons, but its only 2 boxes and 2 planes so that should only be 14 faces.



DepthBlade

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« Reply #9 on: February 28, 2004, 08:59:52 pm »
Very nice although that helmet was actually originally created as a head.gif for Graalonline\'s Graal Police Force in the early years of that game when it was free

Karyuu

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« Reply #10 on: February 28, 2004, 09:39:08 pm »
The sign looks great :D Those would definitely be nice to have beside guild houses.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Xalthar

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« Reply #11 on: February 28, 2004, 11:21:36 pm »
the claw looks cool, and so does that snake helmet :)

scobar

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« Reply #12 on: February 29, 2004, 01:53:21 am »
Quote
Very nice although that helmet was actually originally created as a head.gif for Graalonline\'s Graal Police Force in the early years of that game when it was free


I don\'t know which helm you\'re talking about...The first was designed from scratch by me starting with my concept 2d artwork of it (the texture is not complete).  The Snake helm is part of the Forbidden Scales which I introduced in my Unique Items thread.


DepthBlade

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« Reply #13 on: February 29, 2004, 03:10:32 am »
the one at the top not the snake head one but the one with 3 points at the back, you might have done it by accident but it was originally a head.gif for graal police on G.O, I very much remeber this because I was GP Chief, Administrator and Level creator between two servers (Servers:Enigma and N-Pulse Name: Plazma)  for G.O:)

Kixie

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« Reply #14 on: February 29, 2004, 04:08:57 am »
Quote
Originally posted by faldrok
Wow man; the helm looks nice. Good job on the claws too.

*thinks of Whemyfield slashing ppl as much as he spams* 8o


Yes i will swipe at small noobs walking on my lawn. *swipes faldrok for sarcasm towards me* Hah that\'ll teach ya! *falls on face* YOINK! no no this isnt a spam just wait!!!111

Ok great claws, pretty good helmet too. Hopefully you can improve soon because your great ideas, combined with 3d could be a serious addition to our 3d models