FOnline Development > 3D Development
3d models development
Hardcore:
--- Quote from: bikkebakke on January 25, 2011, 10:48:18 pm ---Ah, ye they would be nice, so they could stand out a bit more than atm (brown armor >_>)
would also be neat if this one existed (or similar so there won't be any copyright issues).
But... that armor would mostly be eyecandy for me >_>
//the pic above is also ranger but I'm not 100% sure which armors Lexx meant, I thought of the basic ones:
--- End quote ---
Yep and this
traderowski:
Nice :P
SmartCheetah:
I believe helmets should be modelled seperately to overlap character head just like hairstyles. Otherwise it will multiply player models to much bigger number and you wouldn't be able to take your hat off ;<
But it depends on Karpov vision of that model, how he want to handle it.
Alvarez:
--- Quote from: SmartCheetah on January 27, 2011, 03:38:40 pm ---But it depends on Karpov vision of that model, how he want to handle it.
--- End quote ---
Exactly.
However, i made the hat as a separate vertex group, so you can take it off. What did concern me, is the polygon count of clothes - if i simple copy and upscale the body in order to sculpt clothing, i'll multiply polygoncount at least with 4/5. Because of that i deleted all invisible faces and sculpted the clothes on the original mesh - just needed to add a crosscut on the foot. (converted triangles to squares in order to do that)
pistacja:
I've made a robe for Karpov's model. It's not the best, it has a crazy UV set and there's still room for reducing the poly-count - I'm just not the best at this sort of thing.
Download link:
http://www.megaupload.com/?d=7DV3ETS0
CC BY-NC 3.0
http://creativecommons.org/licenses/by-nc/3.0/
Polys: 516
Tris: 654
Verts: 540
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