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880197 Posts in 33024 Topics- by 24392 Members - Latest Member: mfroeschl

May 26, 2013, 12:33:24 AM
TIGSource ForumsDeveloperCreativeArt3D thread
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Chris Pavia
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« Reply #1320 on: April 03, 2012, 08:11:38 AM »

He's not known as a Plump Helmet for nothin!
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kitheif
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« Reply #1321 on: April 03, 2012, 01:52:00 PM »

Quote
Props to kitheif for inspiring the paradigm shift to cubism.
Tongue
I love those snipers!
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Geti
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« Reply #1322 on: April 03, 2012, 04:55:54 PM »

Glad to hear it Smiley

You'd better make hobo box racer. You could even get a nice message in there around all of the powersliding and loopdeloops, something about never give up and always have fun, even if all you have is a cardboard box and a pair of goggles
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willy-wilson
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« Reply #1323 on: April 03, 2012, 05:14:42 PM »

yup thanks to kitheif.

i think im going to finish this

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DanFessler
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« Reply #1324 on: April 03, 2012, 05:21:26 PM »

whats sad is this model will end up ranking up there near next-gen models in terms of poly-count once you're done.
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willy-wilson
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« Reply #1325 on: April 03, 2012, 05:32:57 PM »

lol true its up there near 1000 already i asked the dev about that last night and he said that one of the optimization things that will be put in is that it will cull polys that cant be seen witch will help i was also asking about perf ect ect i would like to make a game that looks like this and from what i gathered it will take work but its very possible.
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Areku
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« Reply #1326 on: April 03, 2012, 05:37:39 PM »

whats sad is this model will end up ranking up there near next-gen models in terms of poly-count once you're done.
That depends. A lot of the vertexes in there could be merged or eliminated altogether, making the piece quite small if Willy spends some time optimising it.

...but yes, if it's left the way it is then it's gonna be one heavy squareperson.
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SolarLune
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« Reply #1327 on: April 03, 2012, 06:04:27 PM »

Decided I'd try some CraftStudio, too, though mine's not nearly as good looking as yours, Kitheif. Smiley

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Player Ʒ
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« Reply #1328 on: April 03, 2012, 07:24:59 PM »

CraftStudio, too. Meh, not too shabby, but not too good, either.

« Last Edit: April 03, 2012, 07:37:53 PM by Player 3 » Logged

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Geti
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« Reply #1329 on: April 04, 2012, 01:24:44 AM »

More sniper stuff

Added a gun, added another camo type and blended them to make "woodland" camo, half green half brown camo. Since I'm planning on having green and brown in the woodland assets, this makes sense. They're fairly sneaky looking even up close tbh, though the gun and goggles betray them.

I'll probably make 4 or so mesh variations for the snipers, all using the same UVs. No goggles, camo gun, stuff like that. They _might_ turn into classes because it could make loadout selection simpler (4 options rather than some large number of swapping slots) though i might just ditch that altogether and make the snipers homologous in function.



4.6MB turntable gif

Decided to try to make an anim but should really make an avi or something next time.
The render came out a bit dodgy at the seams due to some settings messed up (it really shouldn't filter surfaces that're at a highly compressed angle, does anyone have an easy fix? This is using the openGL renderer in blender).

Props are fun to make, a few variations of grass is super versatile and not very expensive scene wise.

I'm using unity free atm so might have to do my own LOD code. That's ok though, means i can tweak it how I want it. I likely wont need LOD initially considering how lowpoly all of these are - that whole scene including backfaces and things that would be overdrawn is 1497 quads. For a tri budget of say 15k rendered i'm probably in the clear using full LOD stuff but I'd like to cut down on the expense of the grass - 9 quads for each clump, at a density of about 1/m^2 depending on the scale.

Gotta do the ninjas and buildings soon and get the basics of gameplay down.
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John Sandoval
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« Reply #1330 on: April 04, 2012, 01:25:58 AM »

more games need to look like xenogears
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Areku
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« Reply #1331 on: April 04, 2012, 03:55:44 AM »

Why, I say that's looking mighty fine, Mr. Geti! The trees are indeed much easier to discern when in motion.
It'd be nice if we could get a picture of the snipers over a blank background, though, since they end up being pretty hard to discern when camouflaged in the foliage.
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Geti
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« Reply #1332 on: April 04, 2012, 04:49:30 AM »

Since you asked so nicely:



360jumping quickscope version and standing pose
Exactly 500 tris, as 250 quads, including gun and camo pieces.
Tex is 128x128 diffuse/alpha all up.
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Areku
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« Reply #1333 on: April 04, 2012, 05:36:11 AM »

Looking good indeed. Many thanks!  Beer!
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threesided
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« Reply #1334 on: April 04, 2012, 10:05:14 AM »

All of this craftstufio stuff is really impressive, I'm intrigued to say the least. Great job!

Been working on this for the past day or 2, 2nd go at the idea. Still have some metal details,strapping to add, and finish texturing the pages, but yeah. Thought I would show what I got.

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