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3 Dimensional Chat / skinnning practise Orc Assassin

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indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 11th Jan 2004 03:08
Ive bought a new unwrapping tool after many months of stagnant procrastination with modelling and started to practise making uv wraps or skins.

heres my first attempt with the new software.

ifman1
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Posted: 11th Jan 2004 22:08
Cool, very low poly... but cool. Are the shadows under the hood part of the texture or done with lighting the the modeling package? What unwrapper are you using? Isn't "practise" spelled "practice", or is that just an american thing?

Good job Indi, now hurry up and give us a DT playable demo!!!
indi
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Location: Earth, Brisbane, Australia
Posted: 12th Jan 2004 05:10
dam my terrible spelling.
I live in australia and so I have no excuse for an american spelling issue, Its plain spelt wrong


Im thinking of pulling the camera back further in my game and so the polycount is going to be even lower then before, like 500 and lower after looking into a warcraft3 model. some of them are sub 400!


theres no shadowing effect attempted under the hood per say.
walaber
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Location: Los Angeles, CA
Posted: 12th Jan 2004 06:39
that's a really nice model! what unwrapping software are you using? I just recently bought Ultimate Unwrap 3D, and have been really pleased with it. I had used lithUnwrap for a while, but Unwrap 3D is much better

hmmm... ork characters, and a far-away camera... which means lots of characters on the screen at once.... do I smell a RTS?

Go Go Gadget DBPRO!
indi
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Location: Earth, Brisbane, Australia
Posted: 12th Jan 2004 09:35
we use the same unwrapper unwrap3d
Van B
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Location: Sunnyvale
Posted: 12th Jan 2004 10:55
Looks like you've got your wrapping technique down - I reckon the face is a little flat, but that's probably the model itself, everything else looks great.

It's always tricky to get a good polycount balance, I mean what is the point of having a 350 poly item that is only 12 pixels wide on the screen! - I never know when to sacrifice polys without killing the detail. The problem with low poly characters is when you come to animate them, when you make your bone structure, often the minimal poly count can cause your model to warp too much when moving, like you might wish you had a few extra polies on the elbows, hips, shoulders and knees. I reckon your polycount is pretty good right now though, don't go much lower than that - it'd be nice to still have the occasional close up, I for one often want to get closer to the action to check out what the guys look like. Perhaps you can get closer to the action when in combat, maybe even have an auto camera height depending on the scope of the battle (like with two guys it's fairly close up, lot's of guys and the camera zooms out till everyone is in the screen).

I have to agree with punk, the modelling on the LOTR games is awesome, I'm no fan of the button bashing gameplay, but all the atmosphere is there. Any plans for a big gnarly LOTR style Troll Indi?. Using enemies much bigger than the players character is a good way to keep the player on their toes, once you've killed a troll, everything else is just axe fodder.


Van-B
P.S. Indi, play my compo entry enough and you'll eventually get to play as yourself .


The nature of Monkey was irrepressible!.
actarus
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Joined: 29th Aug 2002
Location: 32 Light Years away
Posted: 12th Jan 2004 19:22
Very nice and low Indi

Check out this picture;

http://ambient-whisper.cgcommunity.com/images/WIP/Orc-wire.jpg

I'm positive it will help you if you venture into high polygon.

...And I'm gone...
arras
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Location: Slovakia
Posted: 12th Jan 2004 20:34
indi>>> Your models are quit simple but I like way you model them. I think that making high poly model is easier then making low poly model ...you need lot of imagination and sense for form to get good looking results while simlifying.

I like especialy way you modeled arms and hands on that model ..wery nice!

actarus>>> Nice to see you here afther time

indi & walaber>>> is unwrap3d much better than lithUnwrap that it's worht spending money on it?
indi
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 13th Jan 2004 00:54
thanks guys.

van.b Ill take a look on my lunch break sounds interesting.


actarus thanks but Im thinking of pulling the camera back further so it looks like im going lower poly again.

arras unwrap 3d is the latest of the versions of lithunwrap.
Ive seen and found so many new tricks in it that helps to collapse problems to a flat wrap. spriny uv and collapse mesh or collapse model are interesting features.

MY faces are always a little flat. I have to keep trying.
indi
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Posted: 13th Jan 2004 04:22
how do i know what your game is called Van.? and where can I try it.
walaber
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Location: Los Angeles, CA
Posted: 13th Jan 2004 06:31
VanB's game is called Operation: Invasion Evasion (OIE) and you can find a post about it in the Program Announcements forum

http://www.thegamecreators.com/?m=forum_view&t=23010&b=5

arras: I've also found Ultimate Unwrap 3D to have a lot of useful improvements over LithUnwrap... features of course, but also the user interface and viewports are smoother and just easier to use. the only problem I have is that it's right-handed, and my modeler is left-handed, so I get backwards textures a lot

Go Go Gadget DBPRO!
arras
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Posted: 13th Jan 2004 12:01
OK I go to look once more hove much its costing then...

Bye the way indi, howe big texture are you useing on that model?
indi
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Posted: 13th Jan 2004 13:24
384 x 384

the price has dropped to 49.95 or 54 australian
indi
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Posted: 13th Jan 2004 14:41
VANBS GAME WAS GREAT! oops capslock allthough its a little slow on my machine i made it just past the gorge but ididnt see a reference of me, could you give me a hint.
arras
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Posted: 13th Jan 2004 14:43 Edited at: 13th Jan 2004 14:45
Hmmm ...too much for me have to stay with Lith then...

384? ...newer see such a size to be used. I allways toth that it should be 2-4-8-16-32-64-128------ format
indi
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Posted: 13th Jan 2004 14:45
think about it whats 512 minus 128
actarus
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Location: 32 Light Years away
Posted: 13th Jan 2004 14:46
I'm not sure but as long as the bitmap is square,it's ok.

Oh and Arras,thanks for the warm welcome.

BlackBird thinks he owns the sky,
But he can't look me in the eye,
-Andy Bell
arras
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Posted: 13th Jan 2004 14:58
...I see
Van B
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Location: Sunnyvale
Posted: 13th Jan 2004 15:18
Cheers Indi - wait till you see the updated version.

You'd have to lose some guys and get onto the next level, when one of your guys die, the next level he'll be replaced by a rookie with just a gun - the names for the rookie are selected from a list, so yourself, Rich, Lee, and a few others are in the list. I have played with you before - you died pretty quickly on level 6 though (damn that's a tough level!).


Van-B


The nature of Monkey was irrepressible!.
indi
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Location: Earth, Brisbane, Australia
Posted: 13th Jan 2004 15:20
I did lose a guy on lvl 4 but i didnt keep going
love tha jeep action sometimes!
cheers mate
actarus
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Posted: 13th Jan 2004 15:33 Edited at: 13th Jan 2004 15:37
Van and Indi: Do you guys paint with a mouse or a tablet?
I'm a good case for a badly needed wacom,I'm left-handed and using the mouse on the right hand,you get the picture

BlackBird thinks he owns the sky,
But he can't look me in the eye,
-Andy Bell
indi
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Posted: 13th Jan 2004 16:09
I use the mouse for most things but a wacom graphire3 with an inch of paper over the top of it in other parts where I need a penflow, usually faces and so forth in modelling.

I use the tablet more in photo retouching for work related issues when it comes to removing a window or a pimple etc..
actarus
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Posted: 13th Jan 2004 16:37
Thanks for the great infomations,I'm still curious about how Van went about it for his lil' army guys.

Been myself in "practice-mode" for too long so I understand what it is to lack time and work 42hrs+/week ect

BlackBird thinks he owns the sky,
But he can't look me in the eye,
-Andy Bell
Van B
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Location: Sunnyvale
Posted: 13th Jan 2004 17:10
You mean the texturing? - mainly just a green camo texture with detail drawn over the top, I use PSP because Paintshop is toooo much money to spend on so little IMO. I started with the plain texture then used a white and black spray can (left mouse white/right mouse black) with a high opacity and built up the shading. The pockets etc were sketched out roughly with the tablet and a 1 pixel high opacity spray can along with an anti-aliased line to sharpen the edges where necessary. After drawing the pockets I used the soften finger to gently smooth out the jaggies. I tend to use a white and black spray rather than darken or lighten, it disrupts the flow when you have to switch between them, spray cans let you darken and lighten really quickly which suits me - plus you dull the colour downto grey by alternating between them. The faces are not very complex at all, decided to save time and leave them sorta plain because you can hardly see them anyway.

My tablet is a £20 Genius thingy with a 4"x3" drawing surface and no pressure sensitivity - I can see myself upgrading that before long but it's pretty good for the price and I would recommend it to anyone on a budget who's looking to give their graphics a bit of a shake-up. Indi mentions a very good tip with the paper over the surface - paper is so much better than the plasticy slidey response you get without it - I just stuck my tablet in a big B-day card envelope.


Van-B


The nature of Monkey was irrepressible!.

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