First real model
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01-17-2006, 06:46 AM,
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Ok now's better.Decimate is a tool that splits every edge and face so that you can obtain lower poly models.It takes a bit from quality.But see how you use it.If you use it 100% you will get a cube. I am not sure if 3dsmax has such as tool.But I know that Maya and blender does.See if you can drag it somwhere to 2500.It will be fine.
Edit:2000 faces?Oh that's perfect. :goodjob:
If you can't get someone out of your head maybe they're supposed to be there.
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01-17-2006, 10:07 AM,
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While you are daydreaming at school you might consider who might have made such a sword, who they might have made it for and why.
Is it one of a kind, or a standard form used widely? Was the sword comissioned, or a 'work of art' that the maker just had to create? Etc... These choices might help you decide what to aim for with your modelling, or the modelling process might produce effects that have a certain feel to you, and this might suggest a background. It might be a powerful weapon, a fancy noble's toy, or a ceremonial weapon (magically potent, but useless for combat.) It could be useful as a quest object, or as part of a sculpture or a frieze on the side of an ancient tomb... Maybe there is no known history. ... add your own choices/ideas to the list. If there are too many choices here, mentally delete htis post...
Because loyalty is not to be spoken of and honour is to be endured. Whilst courage is to be survived. These virtues belong to silence.
Steven Erikson. But, if one man does nothing can he be said to be good? raggidman |
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01-17-2006, 11:24 AM,
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yeah those rock
i think u did a great job i"m traing to lurn moddeling 1e low poly moddeling will come later i think
i will gladly sacrafice u 4 oblivon
(im still traying to bark dont worry) |
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01-17-2006, 11:14 PM,
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Quote:Originally posted by noremorse I'm investigating parallax/displacement mapping (well, sortof) and came across this astounding picture of parallax mapping in full effect. If I understand the article correctly, that surface is made up of ONE polygon :hmm: Pretty mindblowing... not that I think parallax is the be-all, end-all solution though. I'm sure the mini-columns on the left and right for example would look much better if they were meshed instead. But it could give a hint as to why Bethesda can make such fine details on swords and yet keep the poly count down. edit typo: is to if
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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01-18-2006, 04:47 PM,
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some time ago i saw a program that did it for you, :yesparallax/displacement mapping) the only thing people had to do was klick 1 time!
i will gladly sacrafice u 4 oblivon
(im still traying to bark dont worry) |
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01-18-2006, 05:23 PM,
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Find that program ... please.
Greetings Quentin
That's what a ship is, you know. It's not just a keel and a hull and a deck and sails, that's what a ship needs, but what a ship is - what the Black Pearl really is - is freedom.
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01-18-2006, 06:17 PM,
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il tray
but i think it was bryce only X(
i will gladly sacrafice u 4 oblivon
(im still traying to bark dont worry) |
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01-20-2006, 12:04 AM,
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This is the design I am aiming for. I added a few more details last night. There is still a lot to do.
http://www.deviantart.com/view/14680374/ |
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01-20-2006, 12:22 AM,
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Quote:I'm investigating parallax/displacement mapping (well, sortof) and came across this astounding picture of parallax mapping in full effect. If I understand the article correctly, that surface is made up of ONE polygon I think in the end ST models are going to need some form of a Parallax or bump map to be on par with the Bethesda standard. If you look at the screenshots really closely you can see how much they have taken advantage of the technology. Quote:I don't see how they could keep it at 2000 faces and have them look as good as they do, even with a good texture. I would estimate that with a good bump/parallax map, about 80% of the details on that sword model could be replicated. I have heard devs of various games talk about a technique involving a high poly model and somehow taking a "picture " of it for use as a bump map on a lower quality model. They end up looking about the same. (I may have already mentioned this in a previous post, I don't remember) EDIT: It looks like I did mention that. To try and articulate what I mean I found an old Doom 3 article that talks about it. Quote:In Quake 3 a model may have two or three thousand polygons, whereas the player models in DOOM III, the original art has probably close to a million polygons. That's been reduced down to four or five thousand for in-game use, but you have to have that million polygon model - you have to have a lot of polygons to generate the bumpmap data that makes it look like a high-poly model in game. I think a process similar to this has been used on a lot of Oblivion's surfaces, especially the more complex ones, like swords and monsters. edit typos |
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01-20-2006, 01:53 AM,
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I appologize that I dont have anything of significant importance to contribute, but that model is simply stunning. I cant wait to see how the finished version turns out.
?The light that puts out our eyes is darkness to us. Only that day dawns to which we are awake. There is more day to dawn? - Henry David Thoreau
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