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Author Topic: Call for 3d artists  (Read 9973 times)

Mithaldu

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Re: Call for 3d artists
« Reply #15 on: October 01, 2008, 09:12:36 am »

Could you please explain normal mapping a bit more? I'm not sure whether i'm doing that already or not.

Edit: Oh, bump-mapping. Yea, not gonna happen, at this stage at least.
 Please keep in mind that this is my first OpenGL application and i'm learning as i go.
« Last Edit: October 01, 2008, 09:21:21 am by Mithaldu »
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Emperor Bob

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Re: Call for 3d artists
« Reply #16 on: October 02, 2008, 03:31:43 pm »

Work in progress. Not yet textured and UV mapped.

It's not super, but has only 489 polygons, which make it rather lightweight.
The hands are kinda weird, but the idea is to be able to put tools in, to differentiate between professions.
Any suggestions are welcome.
« Last Edit: October 02, 2008, 05:03:26 pm by Emperor Bob »
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That's probably where the Noble system came from in the first place - a cold hard calculation to save Dwarven civilization from thermonuclear politician brawls.

Neonivek

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Re: Call for 3d artists
« Reply #17 on: October 02, 2008, 03:34:33 pm »

I think to get a full oppinion Id have to see the dwarf from the back.
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Mithaldu

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Re: Call for 3d artists
« Reply #18 on: October 02, 2008, 07:07:48 pm »

Pretty darn good already. :)

And no, it won't need to be super, as it'll most of the time only be visible from quite some distance away. Also, with a polycount of only 500 i'm really quite amazed. I know that i wasted lots more polys on smaller stuff. ^^

As for critique: I think the legs should be thicker, as well as the arms, to accentuate the solidness. Aside from that, you should have a look at these things:

http://www.bakaneko.com/howto/figure/hands/index.html
http://www.bakaneko.com/howto/figure/anatomy2/index.html
http://www.scribd.com/doc/959209/Burne-Hogarth-Drawing-the-Human-head-eng
http://www.scribd.com/doc/961563/Drawing-Dynamic-Hands
http://fchan.us/loomis/Andrew%20Loomis%20-%20Drawing%20the%20Head%20and%20Hands.pdf
http://www.scribd.com/doc/961563/Drawing-Dynamic-Hands

I know these are drawing instructions, not modelling instructions, but they touch a LOT on proportions and anatomy, which you don't *quite* have a good grasp on yet. :)
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Neonivek

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Re: Call for 3d artists
« Reply #19 on: October 02, 2008, 07:11:11 pm »

Should some Dwarf Jobs have different models? Like with swords, Maces, and crossbows?
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Mithaldu

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Re: Call for 3d artists
« Reply #20 on: October 02, 2008, 07:32:44 pm »

I honestly can't say if i'll be able to find that information. There is a good chance of it happening, but there's always Murphy. :)

If i can find it though, i'll be sure to include compatibility for that. :)
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Duke 2.0

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Re: Call for 3d artists
« Reply #21 on: October 02, 2008, 08:56:02 pm »


 You know, I don't think much quality would be lost with mitten-hands. At least for now. I'm sure adding ridges and a good texture could make up for gaps between the fingers that will likely always be grasping something.

 
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Neonivek

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Re: Call for 3d artists
« Reply #22 on: October 02, 2008, 09:02:39 pm »

Especially since the Dwarves will probably be looked at from afar
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daemoria

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Re: Call for 3d artists
« Reply #23 on: October 03, 2008, 01:14:09 am »



Lol fire imp.

Actually, probably not, I'm just getting into the low low poly feel. 744 triangles, in the form of 360 quads + loose change.

Wire for those interested.
Spoiler (click to show/hide)

In all seriousness, I'll probably do some of the more common monsters (dogs/actual fire imps, unless you like this one) since Emperor Bob looks to be doing the Humanoids  tomorow after my joke of a storyboarding lecture.



Edit:
Damn those are usefull links. I've lost my pdfs for those books...and I can use those links away from my comp as well. Nice find.
« Last Edit: October 03, 2008, 01:18:45 am by daemoria »
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Emperor Bob

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Re: Call for 3d artists
« Reply #24 on: October 03, 2008, 02:16:53 am »

Open gl only supports triangles?
Then I'm not at 500 polys, I'm closer to twice that.  :-[
I think I'll do mitten hands...
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That's probably where the Noble system came from in the first place - a cold hard calculation to save Dwarven civilization from thermonuclear politician brawls.

Spoggerific

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Re: Call for 3d artists
« Reply #25 on: October 03, 2008, 02:18:52 am »

Open gl only supports triangles?
Then I'm not at 500 polys, I'm closer to twice that.  :-[
I think I'll do mitten hands...
I only have a cursory experience with OpenGL (As in, like, I made a couple boxes on the screen appear and they spun around while I textured them with my face), but I was able to use quads then. Where did you get the idea it couldn't?
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daemoria

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Re: Call for 3d artists
« Reply #26 on: October 03, 2008, 02:24:19 am »

I think that the graphics card, or on-board chip, still breaks all quads and n-gons down into triangles before it spits it out into the frame buffer. Thus triangles are the only important figure when determining 3d budgets, the more, the harder to calculate.

1000 triangles is the budget, right? (goes off to check)...Aight, 1000 polygons is what you stated. I think a definate triangle count would be helpful, because 5sided ngons are still 3 triangles, but only one polygon.

I'll still be modeling junk with a 1k tri limit, untill you tell me otherwise.
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Mithaldu

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Re: Call for 3d artists
« Reply #27 on: October 03, 2008, 06:57:17 am »

Two things:

1. On the graphics card, everything is triangles. My code works in a manner that every model is stored on the graphics card one. As such it is pointless to use quads to optimize. :)

2. If you use ONLY quads, you restrict yourself a lot. For example, how would you do a pointy beard with only quads? You are forced to use quads and triangles anyhow. But trying to mix quads and triangles is a major headache and can lead to quite some slowdowns. As such my converters are written to only use triangles.

3. 1000 is a rough guideline. Don't beat yourself up if you're 100 over that. ;)

I'm sorry if this makes it a bit harder for you guys, but there's not much i can do about that without making it a LOT harder for me. :/

If you're not sure where your triangle count is, get Wings 3D, load the model, switch to face mode, right-click, untriangulate, right-click, triangulate, CTRL+A. It'll then show the polycount in the upper right corner.

Also, that imp is neat, creative. :) Also daemoria, it may also be worth checking fchan.us/crit , i uploaded a bunch more drawing books there and only got the links for here that were relevant at that time.
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Mithaldu

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Re: Call for 3d artists
« Reply #28 on: October 03, 2008, 07:50:05 pm »

New version:

http://dwarvis.googlecode.com/files/Lifevis_R179.rar

Posting this here since i added in the executable for the model generator. If you start it, it goes through the .obj files in the models directory and converts them to lifevis models. That means you can simply overwrite any .obj, run modelgen, run lifevis, and check how it looks ingame.
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daemoria

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Re: Call for 3d artists
« Reply #29 on: October 04, 2008, 09:11:57 pm »



Sorry, I just had to.
I'll be working on the wolves and other standard small quadrupeds next. I'm almost done optimizing the imp, mainly by removing all the unnecessary quads that I threw in for animation purposes.
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