PDA

View Full Version : Assassins Creed Based Project


CodeVeroby
01-23-2008, 03:45 PM
Hi everyone ,i'm making a personal project based on Assassins Creed where the hero is very similiar looking to Altair only with less cloth's (kind of like ninja outfit) ,anyway ,here are the W.I.P images ,the current images I will post for the days to come will mostly be buildings and stuff you can climb on so be patient with me !

Slythis
01-23-2008, 06:06 PM
i no see anything....

CodeVeroby
01-23-2008, 06:40 PM
Ok ,first up :

54 polygons

http://img2.uploadhouse.com/fileuploads/1125/1125792bb2a7cbf3d2bef5b22c369b0d0fd9997.jpg

46 polygons

http://img4.uploadhouse.com/fileuploads/1125/1125791bef77336e3b3cd5fe92bb9719dd9b1f9.jpg

96 polygons

http://img4.uploadhouse.com/fileuploads/1125/1125789638a605a0b27ea0c5ed34d34b4e5679b.jpg

84 polygons

http://img4.uploadhouse.com/fileuploads/1125/11257883f0c1c26a349eba325d9da32d8fe3faa.jpg

79 polygons

http://img6.uploadhouse.com/fileuploads/1125/1125787b4a5ded27a4c46e854a358ec56bef56c.jpg

90 polygons

http://img3.uploadhouse.com/fileuploads/1125/1125786d9e5e9333c3e9d3fa6cc47c8954bdd72.jpg

126 polygons

http://img6.uploadhouse.com/fileuploads/1125/11257845dc17cc69c61fa929e5f09d2837afa57.jpg

54 Polygons

http://img171.imageshack.us/img171/9123/block54ex2.jpg

CodeVeroby
01-23-2008, 06:47 PM
Oh ,forgot to mention ,all of the meshes are Beveled and therefore I plan on adding them divisions in Zbrush and adding detail to use in a normal map and in some cases a displacment map ,my poly-count budget is an average of 500,000 poly's for the entire scene ,and a maximum of 600,000 if I exceed the original expectations ,most objects will have a color map ,a diffuse map and a normal map of 512x512 for small objects (like in the post above) ,1024x1024 for medium sized objects like buildings 2048x2048 for terrain and 2048X2048 optimised normal,diffuse,color,transperacy and ambient map for characters and a full 4096x4096 for close-ups .

CodeVeroby
01-23-2008, 06:51 PM
Coming up ... SWORDS !

CGmonkey
01-23-2008, 07:06 PM
Just a tips from someone who've done this a thousand times: start in broad strokes first. Do the entire (parts) of the scene first and narrow down on details later :)

Good luck!

JoeRobins
01-24-2008, 03:01 PM
just a note, for future reference it helps to change the background colour from black and give the models either slightly better lighting or upping the self illumination slightly... just makes them easier to see.. I look forward to seeing how this turns out!

CodeVeroby
01-24-2008, 03:31 PM
Medevil Sword - 848 polygons

http://img341.imageshack.us/img341/8516/1848qi6.jpg

http://img250.imageshack.us/img250/2746/77427536rl8.jpg

sorry for the crappy lighting Joe Robins but the image is already rendered and i'm preety lazy :shrug: I promise that the next images will be with a differrent background colour ,and regarding your post CGmonkey I rather work on "brushes" first (stuff you can add like windows ,doors etc ...) and make the buildings a simple beveled square with them !

CodeVeroby
01-25-2008, 02:20 PM
8500 Polygons ,made out of a basic shape and around 50 brushes (detail objects) .

http://img341.imageshack.us/img341/2337/66633221je2.jpg

http://img182.imageshack.us/img182/337/63984417gs1.jpg

http://img205.imageshack.us/img205/2343/52714285la8.jpg

Shade01
01-25-2008, 03:22 PM
You've got too many polygons in just about everything, or alternatively, too many polygons in all the wrong places. It's not a bad start at all, I like the general shape of the building but you should focus on one thing at a time and make sure you've got the right shape and a good polygon count.

iLegacy
01-26-2008, 02:37 AM
For the grid: use 6 single cubes than a complete modelled grid.

1 cube = 6 sides = 36 quads = 72 tris for the grid instead of 126 ;)

CGTalk Moderation
01-26-2008, 02:37 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.