FOnline Development > 3D Development
3d models development
Jotisz:
Looks good though some darker shade for the brain would be better but it looks good. Some extra details could be added with texture to the top part of the brain but it would be just extra. Nice work there
firehand:
Human ear white - 2tri. | 128x128px (uses alpha channel)
Human ear brown - 2tri. | 128x128px (uses alpha channel)
Download
The first version I made was consisting of one triangle but then I came to the conclusion that it may cause trouble in implementation and use in game as there was left quite a lot of unused surface. Now the shape fits better to the texture but still I am not sure if it is ok as it's just a 2d picture in the 3d space. Well at least it won't burn any GPU ;)
@Jotis Thanks. I've made a little changes and here's the newer version:
Human brain - 60tri. | 128x128px
Download
Imrinfected:
--- Quote from: firehand on October 16, 2011, 05:14:50 pm ---Human ear white - 2tri. | 128x128px (uses alpha channel)
Human ear brown - 2tri. | 128x128px (uses alpha channel)
Download
The first version I made was consisting of one triangle but then I came to the conclusion that it may cause trouble in implementation and use in game as there was left quite a lot of unused surface. Now the shape fits better to the texture but still I am not sure if it is ok as it's just a 2d picture in the 3d space. Well at least it won't burn any GPU ;)
@Jotis Thanks. I've made a little changes and here's the newer version:
Human brain - 60tri. | 128x128px
Download
--- End quote ---
For the ears, did you just put those on single planes and use an alpha channel on the texture?
That's not exactly 3D. In fact, most games do that for sprites. Actually, quite literally a single plane only uses two dimensions, so that would indeed be 2D.
Also:
I tried my hand at making a good kevlar model and came up with these:
My first attempt.
8 polys.
20 tris.
http://www.mediafire.com/?7r18ayv8c7tqwlz
Then, not content with the idea of it being rolled up, tried to make something that would look better on the ground, or in general just trying to make it look more like the inventory icon does.
My second attempt
4 polys.
8 tris.
http://www.mediafire.com/?8q5js5mcybl5gju
It was a spline that's had parts of its center extruded out and textured. I'd consider it a failure, but then when working with low-poly things I can't help but not be content with anything that I make. It wouldn't look very good in hands though, and wouldn't really be good at all, so feel free to ignore it. Initially it had a lot more polys, but I had to remove 70% of it because of how many polys it was using, and by the time I had removed enough it didn't look right so I removed as many as I could and it still look like.. Something. Depressing.
Also, I noticed that most of the models in the repository have around the 50 to 200 range of polys. Should I make models closer to the 50 poly range, or is it so not going to matter that I may as well continue making things as low-poly as possible?
Lizard:
Tailbangs haircut for female model, texture used from Karpov's hairbob. Also, a UV, if someone wants a better texture.
http://www.megaupload.com/?d=BP3JMIEK
Oseledets haircut for our Ukrainian friends, with moustache. Own texture.
http://www.megaupload.com/?d=Y0FUAEK5
Johnnybravo:
Use more polygons on the hair, it's really cheap anyway. Just be sure normals are right ( try to do offline rendering with basic light techniques - pong only - no radiance or raytracing, online rendering in most modelling tools is using only fixed pipeline function, which gives worse quality than game would ) and you got the shape you want at double size of normal view. Performance impact of few extra polygons will not be visible in game, but visuals will.
Second one looks flawless.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version