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My 3D Models
Posted:
Thu Dec 28, 2006 5:18 pm
by Spectre
Well this is my first attempt at doing 3D modelling outside of CAD and cstrike mapping. Thadius convinced me to give it a shot heheh. I'll take any kind of constructive criticism.
128 Vertices and 107 Faces
Posted:
Thu Dec 28, 2006 5:56 pm
by Karl G.
I must say, that is an incredible job! Great texture mapping and concept!
Posted:
Thu Dec 28, 2006 6:24 pm
by Serenity
If you would like I could whip up some weapon sketches for you to try out and what not.
Posted:
Thu Dec 28, 2006 6:31 pm
by thadiusofx3
I told you he was good.
That was his first attempt at blender also, which made it harder for him because he's used to inventor and autocad
Posted:
Thu Dec 28, 2006 6:35 pm
by Serenity
I have some weapon designs about in my room somewhere and ill try to get them hosted and posted. if you would like to see them?
Posted:
Thu Dec 28, 2006 6:39 pm
by Spectre
Sure thing, Serenity. Ill look at any concepts you have and see what I can create. The hardest part is figuring out how to keep a low face count.
Yeah I'm used to using exact measurements when making something. I can make some pretty cool stuff in Inventor but they don't import well. This gunblade from FF VIII I did had like 2k faces when I brought it into Blender.
Posted:
Thu Dec 28, 2006 6:43 pm
by Serenity
tat is truely awesome
Posted:
Thu Dec 28, 2006 7:04 pm
by Serenity
Posted:
Thu Dec 28, 2006 7:13 pm
by Spectre
That's a pretty good sword sketch. Although, I don't know if I can do anything that detailed yet. Those beast heads look like they would give me a little trouble. I think it can be done, but maybe after I've gotten a little more practice with Blender.
Posted:
Thu Dec 28, 2006 7:17 pm
by Serenity
I figured as much, but it does give you good practice
Im working on a couple more right now
Posted:
Thu Dec 28, 2006 7:39 pm
by Serenity
GLADIUS
Posted:
Fri Dec 29, 2006 11:24 am
by Karl G.
Posted:
Fri Dec 29, 2006 12:13 pm
by Spectre
-Model rigging cannot use blend-weights (complete bone attachment only)
-The mesh and rigging should be separable from its poses (so that a single pose can be applied to many meshes with the same rigging)
I don't have a clue what those mean lol.
Posted:
Fri Dec 29, 2006 12:30 pm
by Karl G.
That's okay, those are only for animated models
Posted:
Fri Dec 29, 2006 12:40 pm
by thadiusofx3
rigging is the controls and skeleton for a model, which allows the animator to manipulate it
I think what he means about keeping the mesh and rigging separate from it's poses, is so we can take a single pose (or position) for a rigging and apply it to different models that have the same rigging
(for example in xenimus the -dumdance command, the models probably all have the same rigging so they can all have that pose applied to them and do the same dance instead of having to animate a dance for every single one of them)
Posted:
Sun Dec 31, 2006 5:16 pm
by Vitriol
do the weapons even NEED animations? they are solid, inanimate objects. They dont need reloading animations and such. (the bows will need animations though)
Posted:
Sun Dec 31, 2006 7:37 pm
by secretrk1313
Hi, im also kinda new to 3D modeling, Nice sketches on Serenity's part. If you dont mind i want to try to attempt the Dragon Head Sword one. The only thing again that might be hard is the heads on the sword handle. Im attempting it anyway and i will post pictures on photobucket when im done.
Posted:
Sun Dec 31, 2006 8:23 pm
by Ender
Vitriol wrote:do the weapons even NEED animations? they are solid, inanimate objects. They dont need reloading animations and such. (the bows will need animations though)
the sparkly things maybe (like on Dirus Armor, in altus staff, etc.)? that's all I can think of anyhow.
Posted:
Sun Dec 31, 2006 10:09 pm
by secretrk1313
Posted:
Sun Dec 31, 2006 11:46 pm
by Ender
That looks pretty sweet.
Posted:
Mon Jan 01, 2007 2:46 am
by secretrk1313
Posted:
Mon Jan 01, 2007 4:01 am
by thadiusofx3
how many faces?
Posted:
Mon Jan 01, 2007 9:11 am
by secretrk1313
its the dragon heads that through it off but it might be able to be used, i kept the blade very low polly so it dosent look at good as some of the other parts.
vertices: 1191
Faces: 2224
Posted:
Mon Jan 01, 2007 10:28 am
by thadiusofx3
to give you an idea of the number of faces, blood axe has around 70
Posted:
Mon Jan 01, 2007 11:02 am
by Karl G.
Keep this version, and try making a low-poly one too! We may have need for cinematic-quality stuff in the future.