XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : New game model

12-08-2003, 05:29 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.
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.

12-08-2003, 05:38 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!!

12-08-2003, 05:46 PM
Sure I will also post one of the game player.

12-08-2003, 05:55 PM
Love the texture :)

Not sure why a bolt is on the blade tho

12-08-2003, 05:55 PM
Okay here is the one of the shield.
And heres one of the axe.
And finally one of the charecter.
The chaerecter needs alot of work but hes comming.

12-08-2003, 05:59 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!!

12-08-2003, 06:03 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.

12-08-2003, 06:13 PM
Cool, lookikng very good!! I am learning texturing right now myself :)

12-08-2003, 06:25 PM
Cool what are you learning ps painter.

12-08-2003, 06:39 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:

12-08-2003, 06:41 PM
VWTornado - even for todays standards..? Three years ago, I would agree...but today...you should see some of the Doom III meshes..

12-08-2003, 06:44 PM
Yeah I probably wont use them but theres always a maybe.

12-08-2003, 06:44 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 :)).

12-08-2003, 06:54 PM
And shield

12-08-2003, 07:10 PM
Here is a sword.

12-08-2003, 07:53 PM
Well what do you think.

Niklas Collin
12-08-2003, 08:03 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. :)

12-08-2003, 08:15 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


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

12-08-2003, 08:25 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.

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

12-08-2003, 08:35 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 :)

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

12-08-2003, 09:30 PM
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.

12-08-2003, 09:33 PM
Well these are just shots from modeler not even renders but my sword is a render. any metal painting tutorials out there.

12-08-2003, 09:36 PM
No need to render at all, your sword must look good in viewport.

12-08-2003, 09:50 PM
Okay well let me wipup some renders and Ill post them.

12-08-2003, 10:19 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.

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.

12-08-2003, 10:21 PM
Thanks for the tut.

12-08-2003, 10:48 PM
Here is the finished axe with new texture until I can figure out how to get the rust to work properly.

12-08-2003, 11:08 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

12-09-2003, 12:52 AM
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.


12-09-2003, 05:06 AM
For what game/game engine are you creating this level?

12-09-2003, 04:10 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.

12-09-2003, 04:26 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.

12-09-2003, 05:01 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.

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