Author Topic: Simple 3D models  (Read 32205 times)

Skizzik

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« Reply #45 on: June 05, 2004, 01:40:21 pm »
Actually, Cherppow, the devs have already figured out most of the economy-related stuff.
See also:
http://www.planeshift.it/setting_economy.html
and these pictures:





*edit*
Your coins could be some of the \'unofficial currencies\' as mentioned here though. :)
« Last Edit: June 05, 2004, 01:42:06 pm by Skizzik »

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Cherppow

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« Reply #46 on: June 06, 2004, 02:45:05 am »
Hello again!

To Skizzik:
Ah, i almost forgot about the trias :) In the economy page they actually don\'t mention gold coins at all, just the gold circle. It does speak of steel coins, however, that poor people use. Maybe i should change the golden one to steel... or maybe they have all the coins ready too, they\'ve just not released any pictures of them.

This time i don\'t have much to post, just some early models of mine. They were earlier seen on the LWW. I refitted them with more proper textures and lowered the face count a bit. The models were still left with quite a bit of faces, since i didn\'t want to lower the detail to absolute minimum. Anyhow, the face count can be lowered further, if needed, the objects will just get a little more blocky.



Picture key:
Everywhere - working tools in disorder. Sickle, pitchfork, shovel and pick axe
Back corner - pile of lumber, to distract the poor viewer (you) ;)

The new textures are nothing fancy, mostly plain wood and metal, with little details at the critical locations. The sickle texture is somewhat large, one may consider resizing it. I wouldn\'t recommend resizing the other textures though, as they are already pretty small (considering the size of the objects). The shovel should get a minus for the fact that its back looks almost the same as its front. In addition i\'m not satisfied with the handles... they don\'t look woody enough... just this brown substance ;)

Well, i made the handles more yellow, but can\'t say if that actually made them worse. In addition, the pick axe got a new joint. Looks better now, i think, but it also added 4 vertices and 8 faces.

Technical data:
Sickle - 63 vertices, 122 faces, 256*256 tga texture
Shovel - 31 vertices, 58 faces, 128*128 tga texture
Pitchfork - 47 vertices, 90 faces, 128*128 tga texture
Pick axe - 54 vertices, 104 faces, 128*128 tga texture

Any comments welcome. :) Bye for now!
« Last Edit: June 07, 2004, 12:18:44 pm by Cherppow »

Wedge

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« Reply #47 on: June 06, 2004, 06:21:10 am »
Yeesh, your just a little bit too much paranoid about poly counts mebee.  The poly counts on those objects seems fine to me, and they look even better now.
Ninjas have feelings too.  Mostly they feel like dancing.



tygerwilde

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« Reply #48 on: June 06, 2004, 06:23:29 am »
yep cherppow, bio was my favorite subject throughout the largest part of my young life, then my brother got me into RPGs and it ruined my poor little scientific mind ;)
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Cherppow

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« Reply #49 on: June 23, 2004, 03:00:49 am »
I\'m back again!

Had to go and see the Africa for a while. And see the camels drink coca cola. Ah well, back to the business.

Call me a pacifist, for again i made something mellow.



A simple butterfly. While people usually hardly even notice these harmless little creatures, i think they could give a nice extra detail to certain areas. For example a sunny forest clearing or misty swamp. Most of the butterflies tend to move in daylight, but there are some species that prefer the night.

The mesh is simple plane that folds at the middle. Also it consists of 4 triangle faces and 6 vertices. Both sides of the mesh look equal. No special effects used.

I made 4 different skins for this model, one 64*128 tga and the rest 32*64. Depending on the size of the butterfly, the texture size could be reduced even further. Names could be something like: the sunset dancer (purple), the shadowspinner (dark), the yellow moth (yellow) and the ant butterfly (brown). Names are important for the collectors. I imagined someone could have butterfly collecting as a hobby, and he/she would
reward handsomely anyone who brings him/her an exceptionally rare butterfly. Of course such creatures are not easy to find... or catch. But with proper equipment, experience and a little luck, it could be profitable business for a poor adventurer.

Skins update 6.12.2004: Added 4 new textures. Snowglare (white/blue), Autumn tyco (red), Forest wing (green/yellow), Shoresinger (blue/yellow).

Last but not least, i added a 50 frame (25fps) animation of the butterfly flapping its wings. The anim was created using relative vertex keys.

(avi size: 134k, Codec: DivX 5.0.5 Codec)
http://www.hut.fi/~vrantapu/PlaneShift/VR_Butterfly2.avi

Again, any comments/critics welcome.
« Last Edit: December 06, 2004, 12:22:48 am by Cherppow »

sekhmet

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« Reply #50 on: June 23, 2004, 12:35:51 pm »
Again, nice work Cherppow, liking your work more and more.

Ghostslayer

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« Reply #51 on: June 23, 2004, 11:19:52 pm »
Awsome work Cherppow :)

Remind me again why you haven\'t applied for the dev team? ;)  The butterfly\'s look very nice, I especially like the texture on the purple one.

For the tools: the metal portions on the shovel & sickle look paper thin.  As long as they are resting on something it would be fine, but they may look a bit better if they had some thickness to them.
Gems look really nice, although again the circular coins look a little to thin to me.
Mushrooms look very cool :)
Feathers on the darts look blurry to me, but otherwise the objects look great.
Mortar and pestle stuff looks great :D

But yea.. seriously I think you should apply.  If all else fails (which I doubt, your low poly stuff looks really nice) you will find out what you need to improve on.
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Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.

Cherppow

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« Reply #52 on: June 24, 2004, 02:14:45 am »
Hi and thanks for the comments!

To Ghostslayer:
Nice of you to like the butterflys. Now that the model and anim are ready, it\'s very easy to make new skins for it. Maybe you* could make one! Just draw a half butterfly from top view and post it here in the forums, and i\'ll show how it turn out :)
Thanks for the critics too, maybe i\'ll try to fix them out later. The tools actually have some thickness, but true enough, they do look pretty thin. I\'ve been thinking the same thing about the darts, but i\'ve been too lazy to correct them ;) The round coins on the other hand would be harder to modify... making them thick would rise the face count significantly. Maybe i should just make the already thick coins a little more round?

*everyone else is welcome too!

Ah, why have i not applied... sure, i\'ve been thinking of it a lot, but the truth is, i\'m afraid that i\'d get rejected and lose the inspiration to do anything. Half of my brain still tells me to stop whining and just go for it... the other half, well... whines! ;)

Here\'s some flags.



These simple flags could be found anywhere near humanoid settlements. They are used to signal and personalize different subcultures and places. For example an order of knights could have a certain banner, while other kind of flag could be found from a nobles livingroom wall, representing his/her family crest.

The static flag has 4 vertices and 2 triangle faces. Its both sides look equal. The waving flag has 15 vertices and 16 tri-faces.

So far three textures are available. Of course any picture qualifies* as a flag, these are just the ones specifically made for this purpose: one that i made with mercenary guild in mind (yellow&green), one ragged pirate flag and finally an utopistic pointed banner (purple).

*any size, shape, colour, transparency... you name it.

I\'m not completely sure if there is wind in the subterranean world of PlaneShift, but i still worked out a waving animation for the flag. Again, the movement was modeled with Blender, using relative vertex keys.

(avi size: 193k, Codec: DivX 5.0.5 Codec)
http://www.hut.fi/~vrantapu/PlaneShift/VR_Flags.avi

The flagpole was made so that the flags wouldn\'t have to wave in thin air. It consists of 16 vertices, 28 faces and 16*256 tga texture. It has no detail whatsoever.
« Last Edit: June 24, 2004, 02:24:28 am by Cherppow »

Cherppow

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« Reply #53 on: June 24, 2004, 04:34:45 pm »
Hello!

Oh man, look what they have done to my precious object lab! Ugh, all the moisture!



Picture key:
Left wall - water drops, water from pipe & water splash (on the water surface)
Floor - water fountain
(For better view of the effects check the avi.)

Ok, it was my own fault. I was exploring the mysteries of particle effects and one thing led to another... suddenly i realized there was a fountain in the middle of the room! A bit later it was companied by few watering pipes and finally a splash effect. These are my first particle effects ever, so please laugh only after i have left the room ;)

The rusty pipe was added later and the effects work well without it. The water drops effect, for example, could  fit in any moist cavern ceiling. The fountain effect could be used in natural springs and the spash effect whenever something hits a water surface.

Technical data for the particle effects:
Water from pipe - 26 particles (total), line-shaped, per 50 frames
Water fountain - 50 particles, line, per 50 frames
Water drops - 3 particles, line, per 50 frames
Water splash - 26 particles, round, per 3 frames

(avi size: 56k, Codec: DivX 5.0.5 Codec)
http://www.hut.fi/~vrantapu/PlaneShift/VR_Particles_of_water.avi
« Last Edit: June 24, 2004, 05:00:33 pm by Cherppow »

Cherppow

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« Reply #54 on: June 25, 2004, 04:13:18 am »
Hey.

I had to evacuate the object lab, so no pictures today. Animations instead. I did a little more tweaking with the particles and ended up with several simple effects.

All videos: DivX 5.0.5 Codec, 640*480 resolution, no sound.

Static Bolt - i tried to create a magical bolt of energy. Looks horrible if you ask me. ;)
http://www.hut.fi/~vrantapu/PlaneShift/VR_Static_bolt.avi (15k), 51 particles total.

Shiny blink - i imagined that gems and other noble subsances could have a small shimmering animation on them. Or maybe a knight in shining armor?
http://www.hut.fi/~vrantapu/PlaneShift/VR_Blink.avi (8k), 4 particles total.

Minor electrical discharge - The most fearsome magic in apprentice mages arsenal. Or maybe little extra detail for lightning strikes. Sparks could fly also when metals clash together...
http://www.hut.fi/~vrantapu/PlaneShift/VR_Spark.avi (17k), 10 particles total.

Flame - a simple fire effect for torch, campfire or candle. Maybe explosions could spread short time flames to the surrondings. Or maybe a special spell could rain down fire from the sky. Or how about a lava giant whose footprints burn for a while.
http://www.hut.fi/~vrantapu/PlaneShift/VR_Flame.avi(19k), 38 particles total.

Medium explosion - wannabe-alchemists worst enemy. Explosions may also be created by magical means.
http://www.hut.fi/~vrantapu/PlaneShift/VR_Explosion.avi (56k), 116 particles total.

Sub-spark explosion - Don\'t ask me what it is ;) Whenever too much energy is concentrated in one place and time, it will discharge violently.
http://www.hut.fi/~vrantapu/PlaneShift/VR_SubSpark_Expl.avi (197k), 224 particles total.

Any comments/advice welcome! :) Good night, i\'m off to bed.

Keldrena

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« Reply #55 on: August 22, 2004, 05:47:24 pm »
Your stuff is wonderful. You need to be a dev.

josephoenix

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« Reply #56 on: August 22, 2004, 10:35:14 pm »
(psst. look at the dates before you reply... that post was a month or two old...)

of course, Cherppow has been sleeping a long time. D\'you s\'pose he\'s hibernating? :P

He was invited to the dev team I think but I can\'t remember whether he accepted the offer. If he did it could very well be in this huge thread somewhere ...

josePhoenix
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Cherppow

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« Reply #57 on: August 23, 2004, 01:54:18 am »
Hi gyges.

Thanks Keldrena and josephoenix. No hibernation, but i\'m moving to a new apartment.

The thread is pretty old, but i\'m planning on continuing it when i get more spare time. And true, Vengeance invited me and i promised to send an application through PS homepage. As honoured as i was, and still am, i haven\'t sent the application yet. :) I\'ve been quite busy lately, with the moving and all, but i promise to send application when all the fuss is over. Their decision is, whether they still need my simple 3d models, or not. Hopefully they will, but if not, it means that i\'ll have more models to post here :)

Thanks for your interest. Be seeing you.

Toadhead

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« Reply #58 on: August 29, 2004, 12:44:55 pm »
In my opninion the\'re a little bit \'too\' undetailed (most of the item, like the fruit) :/ And you\'ve used low poly, I don\'t think all these things would fit in PS, could you mke them abit more detailed? I would love to see that :)
But most of them look very cool, good job!
« Last Edit: August 29, 2004, 12:46:46 pm by Toadhead »

Cherppow

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« Reply #59 on: September 06, 2004, 09:48:59 pm »
Hi there.

Thanks for the advice, Toadhead. I agree that they\'re low polygon objects. I\'ve intentionally kept the face count to minimum, as the objects would be very small in the game. Adding polys to the fruits won\'t be a problem, but i don\'t have the time right now... ok, i had the time ;) Basically, I doubled the polygons for all objects. Results follow, sorry for the heavy jpg compression.

« Last Edit: September 06, 2004, 10:36:20 pm by Cherppow »