Hey people!
Don\'t get sad anyone! I brought you something nice to help you forget the rotting toadstools

To Skizzik:
Sorry for my last reply to you was a bit short. I actually wrote a longer one, but deleted most of it since i figured you\'d just get bored reading stories about my models.

But now that it came up again, i might as well tell a little more.
In the previous posts i mentioned that i\'ve been trying to keep the models pretty simple and neutral. The main reasons behind this are that i\'m really not that good doing meshes, and that i don\'t want to impact the game setting.

The larger and complex the model is, the harder it is to create and the more it affects the game\'s appearance.
For example if i\'d make a curved staff with a crystal as magic amplifier on the other end, i would affect the game much more than if i make an apple. The staff would propably be in a players hand most of the time, while an apple would be lying somewhere in the wilderness below an apple tree, or hidden in an adventurer\'s backpack. In addition, to make such staff i would have to know a lot more about planeshifts setting. Something like who uses the magic there, who built the staff and when. What the crystal is, and why does it have special magical abbilities, are these abbilities permanent... in case of an apple, you don\'t have to think how it links to the world around it, since it\'s just plain apple, and everyone knows apples.

I actually did a dead tree mesh some weeks backward, but it looked so bad, i won\'t post it anywhere

I\'m sure someone else can do a model of same category with much less time and have much more fun doing it.
So in the end i decided to stay with the simple stuff and let pros concentrate on the legendary landmarks and castles. Simple is something even i can make look fairly enjoyable.
To tygerwilde:
You seem to know your biology

Hmm, if memory serves me, urea was the first organic compound ever synthetically produced from inorganic substance. By Friedrich Wohler, in 1828, to be exact. I\'m not much of a chemist but it seems possible to produce urea CO(NH2)2 from eg. ammonia NH3 and carbon dioxide CO2. Also, maybe the 4 bottles were created by an alchemist. (leaving only the fifth bottle. And that one was sold to the alchemist by a dubious doctor)

The reason why i put urea there in the first place, was to show that not everything bottled is drinkable.
To FredrikH & Wedge:
Thanks for the tips. It\'s quite hard to know what would be the best balance between fast renderability and good looks, because i have no previous experience of real-time modelling. As for now i have intentionally kept the face count under 100. The smoothing and special effects are another thing that i\'ve been keeping to the minimum, or disabled actually. Of course they\'re easy to turn on with a few mouseclicks. The question remains; should i set them on or off within these pictures? Ps. FredrikH, your swords are perfect! You clearly know what you\'re doing, and it shows.

And now for the \'nice\' things that i promised


Treasures - with smoothing, specularity, transparency and bump mapping disabled (updated 6.12.2004)

Treasures - with smoothing, specularity, transparency and bump mapping enabled
Picture key:
From left to right - step cut gems, brilliant cut gems, oval cut gems, pearls and finally 2 versions of a coin. Please note that the cuts may not be historically accurate.
Left wall - shows the 3 different coin textures; silver, gold and platinum.
Bottom right - shows the flat coin version of each texture
The gems have very simple texture, mainly just highlighting the corners. The gem color is controlled within the 3d software. This way you can have different colours with just one texture. Upper picture shows the gems with updated textures and without any special effects. In lower picture the gems still have old textures, but with different amount of transparency and specularity.
The pearls are simple rocks that have gotten inside a seashell and covered with the white protective material of the shell. They\'re still a bit angular, but i tried to do as round mesh, with as little polygons, as possible. Pearl color is also controllable from 3D software, as the texture is loaded into lightness.
The coins. Ah, what a headache. Only after i had finished the coin, i realized that it\'s too angular. I didn\'t want to increase the number of faces, so i decided to do a new coin that is just a plane with coin picture in it. The three coin textures represent silver, gold and platinum coins. The coin textures are huge for such a small object and should be resized to wanted size. In addition, the PS team will propably want a coin that looks like them, so this mesh was just for fun. Although making it wasn\'t that fun.

At least it\'s making me smile now.
I added the new flat version of the coin. It is nothing but a plane with picture, so if viewed straight from side, it looks like a thin line. It has 2 triangle faces and looks the same from both sides. I was thinking of making both sides look unique, but as it would have doubled the face count, i dumped that idea. I also dumped backside of the coin from the texture, reducing its size to 1/2 of the original. To counter to the reduction of detail i decided to use bump mapping. This makes it seem less flat and together with specularity, gives the coins a nice glare.
The steel coin is now seen in the lower picture. I imagined that since it is used by the poor people, it would be pretty simple and not have much details on it. Who knows, someone may be pressing these coins at his cellar! I also figured that the steel (iron) is not as noble metal as silver and gold, so it might actually catch some rust.
Upper picture coin models update: In addition to making the coin model less angular, i gave both 3D and flat coins new textures. Basically i tried to implement the specularity and bump mapping into the texture, so that 3D engine didn\'t have to do it.
Technical data:
Step gem - 16 vertices, 28 faces, 128*128 tga texture
Brilliant gem - 13 vertices, 22 faces, 128*128 tga texture
Oval gem - 14 vertices, 24 faces, 128*128 tga texture
Pearl - 17 vertices, 30 faces, 64*64 tga texture
3D Coin (upper) - 20 vertices, 36 faces, 256*128 tga
3D Coin (lower) - 10 vertices, 16 faces, 256*128 tga texture
Flat coin - 4 vertices, 2 faces, 128*128 tga texture
Oh, thunder here, gotta shut the machine. Plus i want to walk in the rain.