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Work in Progress / Omaen: Praumos Revelation

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Peter H
20
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Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 20th Jul 2004 00:34
it was resting... until pincho brought it back to life


Formerly known as "DarkWing Duck"
ArsA
20
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Joined: 5th Jul 2004
Location: Virginia, USA
Posted: 22nd Jul 2004 09:57
Question?

Have any of you finished a model and "actually" played with it in dark basic?

Whats the safe poly-count for a model?

Right now Im up to 1700, missing the mouth and the hair. is 2500 SAFE for dark basic?

Cheers!

- Just Me!
Manticore Night
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Joined: 23rd Oct 2003
Location: Ouinnipeg
Posted: 22nd Jul 2004 10:01
In the concept, his head's too small.

It's amazing how much TV has raised us. (Bart Simpson)
faxmaster
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Joined: 9th Jan 2004
Location: Duluth, MN
Posted: 22nd Jul 2004 15:37 Edited at: 22nd Jul 2004 15:37
Quote: " Question?

Have any of you finished a model and "actually" played with it in dark basic?

Whats the safe poly-count for a model?

Right now Im up to 1700, missing the mouth and the hair. is 2500 SAFE for dark basic?

Cheers!"


It depends- how many polys are you planing to have on the screen at one time? that is- will the game be close up (to the character) or first person? Or will it be from a more "Diablo" perspective (far away)? The further you are from the character, the less polys you should give him. Also, if you plan to have a monster that apears in large numbers, lower the poly count. The less monsters on screen at a time, the higher the poly count. Thats my philosiphy, anyway.

I would just go for 2500 polys, and if that doesn't work: reduce! Just test stuff out.

Yeah.

Anyway, this stuff looks good. Keep working.
Peter H
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Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 22nd Jul 2004 22:06
i would shoot for 1000-1500...but that's just me


Formerly known as "DarkWing Duck"
gothboy 101
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Joined: 31st May 2004
Location: Watonga, ok, usa
Posted: 11th Aug 2004 03:47
what did you use for the terrian it looks better than geoscape

Dragonseige
stealth
22
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Joined: 19th Sep 2002
Location: New Zealand
Posted: 11th Aug 2004 11:17
that guys legs in the concept sketch look way bigger than his body , is he sposed to be in proportion or is that the way he's sposed to be? , the art work looks really greta by the way , and ur modellings skills look good also , but like it was sed , whats the point of having polys on a model that u cant see? , u could possible save hundreds of polys by cutting them and replacing with clothes instead of having clothes and the other polys underneath , i thort that would be the way "everybody" thinks , heh , I know "programmers" are always tryna squeeze better framerates outta their games and cutting polys is a big help on the modellers part heh
LordoFire
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Location: United States
Posted: 27th Aug 2004 07:58
@jimmy wantabe: He used multiscape for the terrain model and photoshop for the color. He said that earlier in the post, read more carefully...

When it comes to programing, I'm on fire!
ArsA
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Joined: 5th Jul 2004
Location: Virginia, USA
Posted: 29th Aug 2004 06:04 Edited at: 29th Aug 2004 06:05
WOW! I'm so sorry I could not answer before, lot of work to do... Like I said before this project I will be creating REALLY slowly, since I don’t have much time, but I will never quit.

So answering some of the questions:
stealth : Thanks for your input, and yes the model is supposed to look that way, long legs, lol!

burnhard : No, the Imp is a lot more smaller than an average human. Something like the size of a baby (toddlers years, 2-3 years old) and some of them are even. 4 feet.

Thanks for the responses, and again sorry for the delay!

Have fun

- Just Me!
Cian Rice
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Joined: 8th Jun 2004
Location:
Posted: 29th Aug 2004 07:01
Eyecandy please, well I mean more eyecandy please.

Got anime?I do.

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