View Full Version : New game model

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

12 December 2003, 05:55 PM
Love the texture :)

Not sure why a bolt is on the blade tho

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

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

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

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

12 December 2003, 06:44 PM
Originally posted by wordwarepub
VWTornado - even for todays standards..? Three years ago, I would agree...but 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 December 2003, 06:54 PM
And shield

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

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

Niklas Collin
12 December 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 December 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 December 2003, 08:20 PM
How should I do it.

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

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

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

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

12 December 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 ( 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 December 2003, 10:21 PM
Thanks for the tut.

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

12 December 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 December 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 December 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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