Author Topic: Simple 3D models  (Read 32204 times)

Cherppow

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« Reply #90 on: December 02, 2004, 05:03:04 am »
Hello.

Thanks everyone!

To ArcaneFalcon: Same here, i didn\'t like the flowers too much. So i took your advice and created another flower model. Better than the first, i think, but nothing spectacular. Later on, i added third flower model, that has 26 triangles and 2 different skins.
   As you propably figured out, the pot has 8 sides that each have 3*2 tri faces, 48 triangles total. In addition it has 6 tri soil and 6 tri base. I updated the pot texture. Some of the soil was removed to give room for unique bottom texture.
« Last Edit: December 02, 2004, 05:44:54 pm by Cherppow »

ArcaneFalcon

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« Reply #91 on: December 03, 2004, 04:38:20 am »
The new flowers look very good, great work!

The carrot and cones also look good.  Did you just add those, or am I that unobservative?

:emerald:

Shadowfalcon

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« Reply #92 on: December 03, 2004, 07:58:37 am »
Ha ha, I think Arcane needs his vision checked :P

Nikolia

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« Reply #93 on: December 03, 2004, 10:07:44 am »
Hey Cherppow I love your work!
My favourite out of all the ones you posted would
have to be the tools gallery and the mushrooms.
Thanks for posting a tutorial it gives other people a chance
to learn and understand how things work and how to do
things. Alot of this stuff would look good in the game
have you tried making any weapons like Katanas, Axes, Bows, Longswords? that would be cooool :)

Good job on your work, it looks really good keep them coming

Cherppow

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« Reply #94 on: December 04, 2004, 04:35:19 am »
Greetings fellow Planeshifters.

To ArcaneFalcon: Nothing wrong with the falcons\' sight; the items were added with the new flowers. Personally i don\'t like the cones. They\'re too dark and too angular. At first i didn\'t think them as real models, just something to fill the floor with, but now that you mentioned it, i gave them a label. :P

To Nikolia: Thanks! I hope the tutorial helps someone someday. It doesn\'t tell that much though, so one can always ask if problems arise. I haven\'t been doing weapons for some time, i think they\'ll propably have everything under that category that they need for now. I made a battle hammer once, it should still be somewhere around here... Ah, found it. Well, now that you asked, i got an inspiration (while looking at your signature) and made some friends for the hammer.

Ps. If you like katanas, i strongly recommend checking out FredrikH\'s posts! Eg. http://www.planeshift3d.com/wbboard/thread.php?threadid=8798&boardid=22



Hammer - one of my early models. Heavy hammer was originally a working tool, for clearing out unwanted buildings and such. Later on some burly adventurers adapted it to combat use. In the battlefield, heavy hammer is a grim sight and can devastate an unweary enemy with single swing. It has earned its respect by the exceptional ability to mold metal into shapeless rubble.  A heavy hammer is best suited for those who find themselves battling against heavily armored enemy. Due to lack of blades, which often get dull with time, the hammer also has good durability. Its drawbacks are slow attack speed and high strength and experience requirement. Texture seems to be a 256*128 jpg.

Shield - Engraved kite shield. Made of solid metal plate pressed into form of kite. Kite shields offer good protection while sacrificing only a little mobility. Usually worn by swordsmen on their free hand. Used texture is 128*256 tga.

Titan axe - The titan Belisarius walked forward. After defeating most of the nation single handedly, the horrid creature was thought to be invincible in combat. Horses were thrown into air, with armoured knights still sitting on their backs, as the titans massive axe swung from side to side. No matter how many spears hung in Belisarius\' hulking body, its trek could not be stopped. The bloodbath saw no end until Knight lord Bradley, raged from the loss of all his brothers, charged towards Belisarius totally unarmed. Titans snotty laugh echoed over the bloody plains only seconds before the Knight lord managed to ply the titan axe from Belisarius\' hand and cleaved his skull open. (note: history knows Belisarius Flavius as a Byzantine general.)

I imagined the titan axe to be just an ordinary axe, with exceptional size. Its weight and size prevents any lesser beings from using it, and even very strong humans have trouble wielding it. Although titans may have used this as single handed weapon, humans and their kin certainly have to grab it with both hands. Needless to say, weapon inflicts tremendous damage, should it ever hit a target. The weapon rack on the back wall shows the axes intended size. 256*512 tga Texture.

Cleaver - Another type of axe with a long single-edge blade. Shape of the blade proves that this is purely a combat weapon. Judging from the color, looks like it is made of refined steel. Although much lighter than the previous axe, this too is intended to be a two-handed weapon. In battle, it is pretty swift for an axe of its size, and still delivers a considerable punch. One should avoid heavily armored enemies though, as the axes reduced weight also reduces its armor piercing ability. I wasn\'t completely satisfied with the wooden shaft, it looked too weak, so i changed it to metal one. Texture is 128*256 tga.

Ok, that\'s enough weapons for this year, let\'s all be really nice from now on. We don\'t want to anger Santa, no we don\'t! :)

Ps. I added some textures to my older posts, such as the butterflies and herbs, see pages 2 and 3 if you\'re interested.
« Last Edit: December 12, 2004, 01:11:23 am by Cherppow »

Trianas

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« Reply #95 on: December 06, 2004, 08:03:56 am »
all i can say is :O....

Dameon

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« Reply #96 on: December 06, 2004, 04:20:27 pm »
Not sure how I feel about the hammer (but like you said, it was one of your earlier models), but I absolutely love the shield and axe. I love that little detail you did with the white fur below the blade. It just adds so much to it.

Cherppow

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« Reply #97 on: December 08, 2004, 06:23:43 am »
Hello.

JellyWerker spoke earlier of 200 poly character, and old me got interested. I decided to try what the result would be if one had to create such. After several hours of work I had cheated twice, yet still succeeded in a way. First, the creature that i created, is not a playable character in PlaneShift (though it might be an interesting idea), but rather some npc humanoid. Second, it does have 166 polygons... but 234 triangles.

Well, anyway, here it is.





Gretchin - Tricky imp of the forest. Gretchins are small humanoids that seldom grow over 120cm tall. As expected, they\'re not very strong or intelligent. What they lack in combat ability, thay gain in numbers. Gretchins travel in clans of 5-10 individuals, so if you manage to overcome one, be prepared for a few more. They live in hunter-gatherer society somewhere in the forests, but sometimes they make hunting patrols to the open. Generally gretchins take anything they can find, but magical items seem to interest them the most. However, their lack of intelligence prevents them from using most of such items. A wise gretchin once succeeded in setting himself on fire with a wand of flame.

There are now 2 models of the gretchin. I posted them both here, to make them easy to compare. They differ mainly in polygon count. Most of the new polygons got added to the face and belly regions, but some were distributed around the model. The newer (520 tri) version uses texture transparency on few places, so they use different textures too. Both Textures are 512*512 tga. The model now has complete skeleton. The ears have own bones, so they can be moved independently if wanted.

I\'m pretty inexperienced with the bones, so as you can see, some of the joints look rather unnatural. Generally the joints tend to get too thin whenever rotated.

Any comments welcome! :)
« Last Edit: December 12, 2004, 02:05:32 am by Cherppow »

ArcaneFalcon

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« Reply #98 on: December 08, 2004, 09:35:38 am »
It\'s good, yes, but too low poly I think.  It\'s one thing to try to keep the poly count low, but it\'s another thing to chop details off your model to keep the poly count low.  Try adding things like flare on the pants, more detail to the face (eye sockets/nose), rounder ears, rounder shoulders, rounder belly, and a less pointy hat (unless it was meant to be pointy).  The skin needs a bit more detail as well I think (Edit: work on the eyes a bit?).  It truely is a good model and skin, but it just isn\'t convincing (and that\'s the key).  With 400 tris (still acceptable for a character of this size I think) and a bit of a re-worked skin I think you could have yourself a pretty sweet character.  Keep in mind these are my opinions and even if left alone Mr. Gretchin will continue to look great!

:emerald:
« Last Edit: December 08, 2004, 09:36:46 am by ArcaneFalcon »

Toadhead

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« Reply #99 on: December 08, 2004, 09:21:57 pm »
The lower the poly, the faster the game (more framerates). However I prefer a game thats a bit slower but has a good look than a super fast game with ugly graphics :)

I mean as soon as PS is finished we all have a NASA Supercomputer at our home :)
« Last Edit: December 08, 2004, 09:22:40 pm by Toadhead »

Nikolia

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« Reply #100 on: December 09, 2004, 12:02:39 am »
No, we dont all have \"Nasa super computers\" at our home.
Too many people get carried away by graphics these days
it\'s like an all time new lameness. Today Games wont sell
no matter how great they are they have convex volumetric fog rendering and bilinear interpolated textures.
Since when did it become acceptable for 30% of your system\'s resources to be devoted to rendering shadows, atmospheric scattering, ambient light effects, and all this other superfluous ******** that game coders keep adding to their engines so they can win some imaginary contest?


[Edit by Moogie: Watch your language please]

JellyWerker

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« Reply #101 on: December 09, 2004, 08:23:25 pm »
nice cherppow, I like it, now see what it can be at say, 350 poly\'s or 600 triangular faces, I like the idea though, little imp. ( say, could I give you a pic of my little sisters face as a texture for the head, fits the description of little imp perfectly...)

Edit: and Nikolia, toadhead means that in 10 years or more, we will have nasa equivalent pc at home, ps is open source, so it will be in \"development\" for a long time, even if the game is playable and such.

Edit 2: I just thought about this as I was playing Zelda: OoT, the imp looks very much like those models. Porting ps with cherppows models to the n64... hmmm... it has online capabilities... hmmm...
« Last Edit: December 09, 2004, 08:50:06 pm by JellyWerker »
Warning: Prone to common sense.


ArcaneFalcon

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« Reply #102 on: December 10, 2004, 08:18:27 am »
Quote
Since when did it become acceptable for 30% of your system\'s resources to be devoted to rendering shadows, atmospheric scattering, ambient light effects, and all this other superfluous ******** that game coders keep adding to their engines so they can win some imaginary contest?
Nikolia: Apparently you\'ve never played Doom 3 on a high end system.

:emerald:

JellyWerker

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« Reply #103 on: December 11, 2004, 01:49:38 am »
I have arcane, played it on a p4 overclocked to 4.9ghz, with the radeon 9800, and it is b-e-a-utiful. there are some truly awesome graphics in that game. Anyways, back to the subject, simple 3d models.
Warning: Prone to common sense.


WiseKran

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« Reply #104 on: December 11, 2004, 02:13:34 am »
cherppow, if you are not a dev, you better apply soon, or we will all kick you!

?\\-\\?????vv ?\\/\\//\\/? ?$ ?|| ?t 3?     |-|?? \\/\\/0?l? ?? ??

Farewell Moogie, Farewell Draklar, Farewell Drey. you will be missed.