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lwwiz
12-08-2003, 04:29 PM
Hi there I am interested in build a complete game level with my own charecter an choice of weapons. here is a pic of the first weapon. I am thinking of doing a human fantasy charecter what do you think. I will have a shield up soon.
http://www.3d-wiz.com/pics/AXE.jpg
Any ideas on how I should start modeling a level. tuts or anything. and one last thing How can I make it into a game.

kurv
12-08-2003, 04:38 PM
Can you get us a little closer to it... Catpure a screen and crop it out to one viewport :)

Looking forward to seeing this!!

lwwiz
12-08-2003, 04:46 PM
Sure I will also post one of the game player.

proton
12-08-2003, 04:55 PM
Love the texture :)

Not sure why a bolt is on the blade tho

lwwiz
12-08-2003, 04:55 PM
Okay here is the one of the shield.
http://www.3d-wiz.com/pics/shield.gif
And heres one of the axe.
http://www.3d-wiz.com/pics/axe.gif
And finally one of the charecter.
http://www.3d-wiz.com/pics/head.gif
The chaerecter needs alot of work but hes comming.

kurv
12-08-2003, 04:59 PM
Very nice texturing indeed, but as Proton said I would not use the same texture for the blade AND shield. Just remove the bolt (nice btw) and move things around a bit for the blade.. I would think that the rust would be next to the handle and the edges of the blade.

Great work!!

lwwiz
12-08-2003, 05:03 PM
Yeah these are just quick textures I got And I will take the bolt out but I am not going to wory about were the rust is that would be way to much work for right now.

kurv
12-08-2003, 05:13 PM
Cool, lookikng very good!! I am learning texturing right now myself :)

lwwiz
12-08-2003, 05:25 PM
Cool what are you learning ps painter.

LittleFenris
12-08-2003, 05:39 PM
If this is for a game level, that character model has WAAAY too many polygons in it already, and thats just the face. :eek:

kurv
12-08-2003, 05:41 PM
VWTornado - even for todays standards..? Three years ago, I would agree...but today...you should see some of the Doom III meshes..

lwwiz
12-08-2003, 05:44 PM
Yeah I probably wont use them but theres always a maybe.

LittleFenris
12-08-2003, 05:44 PM
Originally posted by wordwarepub
VWTornado - even for todays standards..? Three years ago, I would agree...but today...you should see some of the Doom III meshes..

Well, I think Half Life 2 and Doom 3 are exceptions. ;) But overall, I think judging by his head model so far, its gonna be too polygon heavy for any game to be played on a reasonably equipped PC (ie not 2 GBs of RAM and dual processors or something :)).

lwwiz
12-08-2003, 05:54 PM
Axe.
http://www.3d-wiz.com/pics/axe.jpg
And shield
http://www.3d-wiz.com/pics/skield.jpg

lwwiz
12-08-2003, 06:10 PM
Here is a sword.
http://www.3d-wiz.com/pics/sword.jpg

lwwiz
12-08-2003, 06:53 PM
Well what do you think.

Niklas Collin
12-08-2003, 07:03 PM
I really like the axe, although it seems to me that the handle is a bit too fragile looking? And a bit too short perhaps? Somehow I get the feeling that if someone would smash that axe into an orc's head the handle would snap. Maybe it's just me...
Shield however needs some more work. While in the head you have too many polygons, you have too few in the shield. Make it bend a little, so that it looks more interesting. And try work on the texture.
Sword is looking cool, no suggestions right now. :)

wgreenlee1
12-08-2003, 07:15 PM
i think the flaky paint textures got to go
why not bake some proceduals,heck you can make some of them look way more realistic than one-size fits all texture you have there

imho

lwwiz
12-08-2003, 07:20 PM
How should I do it.

LittleFenris
12-08-2003, 07:25 PM
did you paint the texture yourself? cause I agree, it does look like an already done generic rusty metal texture. that alone would do alot to spice the model up.

lwwiz
12-08-2003, 07:31 PM
Yes it is just a big rust metal texture.

leigh
12-08-2003, 07:35 PM
The model looks fine (although I personally think the shape of the axe blade is a little odd) but you need to rethink your textures a little. You need to give more thought into the placement of the rust, because right now it seems a little illogical. Instead of simply using a photograph, rather use the Clone tool in Photoshop to place ruse along the blade edges, which is where rust is more likely to develop.
You should also eliminate the peeling look on the metal since it's unlikely that an axe would be made out of that kind of metal :)

lwwiz
12-08-2003, 07:39 PM
Well I would but I Cant get the uv whenI make it to work right.

Labuzz
12-08-2003, 08:30 PM
Hi,
You should really try to paint the texture yourself ( dont use Photos at this stage) at first ( in photoshop with a tablet ). Before adding some fancy details ( bump, rust....) you must define some volume. This volume must work with the geometry, in you example you really kill the geometry.
Try to have some lights in the scene, this can help you to see the volume.

lwwiz
12-08-2003, 08:33 PM
Well these are just shots from modeler not even renders but my sword is a render. any metal painting tutorials out there.

Labuzz
12-08-2003, 08:36 PM
No need to render at all, your sword must look good in viewport.

lwwiz
12-08-2003, 08:50 PM
Okay well let me wipup some renders and Ill post them.

Locutus
12-08-2003, 09:19 PM
Originally posted by Labuzz
No need to render at all, your sword must look good in viewport.
Absolutely, in a game engine everything (models, textures, etc) is rendered in realtime. The viewport is an excellent way to determine what textures are going to look like in what ever engine you chose to use.
I also agree with Leigh and Labuzz. You should try painting your textures.
Here's a link to a tutorial (http://www.3dtotal.com/ffa/tutorials/photoshop/worn_metal/metal.asp) for worn painted metal. You can easily substitute the paint for rust.

Warning:
although most of the tutorial shows how to use photoshop to make the texture (which is what really matters anyway), the 3D app used is 3dsmax. However, you still might get some use from it.

lwwiz
12-08-2003, 09:21 PM
Thanks for the tut.

lwwiz
12-08-2003, 09:48 PM
Here is the finished axe with new texture until I can figure out how to get the rust to work properly.
http://www.3d-wiz.com/pics/axe1.jpg

Gkaine
12-08-2003, 10:08 PM
if its going to be rusty i would think the entire blade would be rusty. axe blades arent usually painted.
gooooo newtek textures tho!:) they are nice

Stone
12-08-2003, 11:52 PM
Originally posted by wordwarepub
you should see some of the Doom III meshes..

a doom3 character have down and around 1500 polygons for the entire character. other games like unreal2 push perhaps 5000-8000 faces per character.

the quality of the doom3 models is due to some clever normal-mapping techniques. actually the original characters might have as many as 250.000 faces.

another thing is, you dont just 'turn stuff into a game' - but i suppose you will realise that soon enough.

/stone

Locutus
12-09-2003, 04:06 AM
For what game/game engine are you creating this level?

lwwiz
12-09-2003, 03:10 PM
Hi StonePXD I am hoping to make the weapons for jedi knight kidievil collection but I dont know how to convert them to game useable objects.

sqitso
12-09-2003, 03:26 PM
Just a quick note. Doom 3 has some pretty flexable LODs. I mean The models used to make the original normal maps were upwords of millions of polygons, but the in game models were ranging from 500-35000 polys. I watched a video that explained the LODs in Doom3. The model's poly counts literally changed on the fly depending on the situation. I have no idea how LODs work, but I did see object poly counts change while getting closer to them.

lwwiz
12-09-2003, 04:01 PM
Okay here is a new weapon model I will either use it as a dagger wich is what it is or a throwing knife that when it hits something it blows up an entire area.
http://www.3d-wiz.com/pics/dagger.jpg

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