i love players that do 3D
they do so good quality and so inspired art
but 1 problem with Alpha, the engine is not compatible to it(or it is?)
I was told that it was. It would make sense for it to be, seeing as the game uses sprites. Without transparency, that wouldn't exactly work. It's relatively standard anyway, so I'll just operate under the assumption that it will work.
Also:
Mouse hide.
20 polys.
36 tris.
http://www.mediafire.com/?7n5keqr07uc50pkI'm alright with how this turned out, but I modeled it with ground models/pre-renders in mind, so there is no bottom. However, the UVW unwrap is done by top/bottom, so the model can just be mirrored and vertices welded and have it more-functional for holding in hands. The same is true for the Fire Gecko pelt that I made.
I made a model keeping in mind that they'll be held in the player's hands, but I'll texture it tomorrow.
Imrinfected, I... love... your.... models...
I'm glad that you like what I can do. Although I have a bit of experience with just about everything involving game design, I am -for the most part- quite the amateur at all of it, and that includes modeling and texturing. I do, however, happen to have just enough information to get (most of) everything done, even if it isn't particularly high-quality - and with low-poly models and relatively small textures, my skill (or lack there-of) doesn't show through quite so much.
I really just want to blaze through finishing all of the misc items and move onto more important matters, such as player models/textures/rigging, even if I don't know any of the details of that.
Speaking of details, and I'm not sure if I've asked this already, but is there any particular scale that I should be modeling these to? Dimensions in some measurement, perhaps - or some frame of reference?
Side note: I forgot to delete the alpha channel on some of the textures of some of the models that I've uploaded. I'll remedy that tomorrow. In case it might save someone some hassle, it seems photoshop creates an alpha channel automatically upon saving a tga with alpha channels enabled. It's really obvious that it would do that, but I didn't realize it initially and some of my renders have unintentional white edges(due to improper transparency, understandable since I didn't know it was there), because the transparency was being rendered as white. It certainly left me confused for a bit. I can also think of some other mistakes that I've made in a couple ways - minor things which you might never notice, but I'll fix that tomorrow as well.