Taking Model Requests
#1
Posté 21 mai 2012 - 10:15
A little while back I returned to some internet/computer-related hobbies after a lengthy hiatus, and started a new blog primarily to host my low-poly 3D projects.
Although I won't be returning to NWN, this weekend I finished a simple resource for the game at the request of a friend; since the process was quite motivating and I have a few finished models hosted there now, I thought I'd do a little subtle(!) self-promotion and let the NWN community know that I'm taking requests for modeling projects.
Here are a few examples:
NWN Steampunk Turret
Pillar Base
Dark Elf Shield
Projects would realistically be limited to meshes & textures, since my game-specific knowledge (ie, implementing resources & working around the engine) will be pretty rusty by now. I don't expect there to be much interest in (or need for) this idea, but if you want something specific for your project, feel free to e-mail or leave a comment at my blog anytime.
Thanks!
#2
Posté 21 mai 2012 - 10:55
Maybe Icons in the shapes of Greek Alphabet characters? Those are very recognizable and yet not associated with particular uses that I'm aware of... any other ideas?
Thanks in advance and WELCOME BACK even in a limited roll. You were missed.
Be well. Game on!
GM_ODA
http://playnwn.com
Modifié par ehye_khandee, 21 mai 2012 - 03:32 .
#3
Posté 21 mai 2012 - 11:09
#4
Posté 21 mai 2012 - 03:24
#5
Posté 21 mai 2012 - 04:20
#6
Posté 21 mai 2012 - 07:07
BEEEEEENNNNN!
#7
Posté 21 mai 2012 - 08:56
@ehye
Holy symbols sound fun - any particular concepts/references in mind for their designs, materials, how they'd be held, etc?
@Andarian
I fear skyboxes might be a little outside of the scope of my projects: I'd have to re-familiarise myself with many of the details of how they work, and it'd mainly involve mapping seamless sky photography. Unless you're referring to hand-painted skies, which would put me a little out of my depth!
@GianniAgn
NWN's plt textures and I don't get along, I'm afraid - part of my big project when I was still modding the game directly involved moving NWN's characters and clothing/armour over to a tga/dds-only system, and I've no desire to work with plt textures again. I'm sure someone else will help with the conversion though.
@Jenna & Jez
I love you.
#8
Posté 22 mai 2012 - 02:48
Some holy symbol ideas:
- a holdable sprig (bunch) of mistletoe (challenging given that this should probably include a danglymesh
- caduceus (scepter/wand with wings and double entwined w/ serpents) bronze
- asclepias' staff (staff wrapped with a single serpent) carved wood
- sun on a rod (scepter with golden head and corona of spikes) wood and gold
- Scepter with animal head. Bronze and wood. Staff or Scepter.
- Rods and scepters topped with Zoarastrian symbols
- Yin and Yang pendant
- A series of elemental pendants each etched with a colored inlay of the element.
Modifié par henesua, 22 mai 2012 - 02:50 .
#9
Posté 22 mai 2012 - 08:34
#10
Posté 22 mai 2012 - 11:46
Well, on the holy symbols, I can't help but envision the classic "presenting the cross before the vampire" sort of grip/usage. So a good 'use' animation would be holding it before the priest, at about shoulder level?
I like Hensuas' suggestions, as well as the greek alphabet? Then maybe just some generic objects, a sword, an anvil, a hammer, a dove, a mini-tree, moon, etc.. I can make a longer list if you like, but I don't want to overwhelm you if you've got your plate full.
Bless you brother. Be well. Game on!
GM_ODA
#11
Posté 22 mai 2012 - 12:06
#12
Posté 23 mai 2012 - 10:20
As for "Historical"... You're dealing with dragons, beholders, and ships with wizards and druids onboard.. who needs a cannon? ;-)
#13
Posté 24 mai 2012 - 10:44
#14
Posté 24 mai 2012 - 11:19
#15
Posté 24 mai 2012 - 11:53
A question mark lower poly 300 or so nothing to crazy.The question mark is going to be placed in a id section inside a fadeing slideshow with pictures.Its really something i need.Id just like something cool looking.You know everyone has flavor.I figure its something simple but its important and i dont have tools installed anymore.Some light would be good on it too.Just something eye cachthing
theres a cool place called polycount if you want to sneak a peek at some cool models
#16
Posté 30 mai 2012 - 09:44
#17
Posté 31 mai 2012 - 02:07
Some ways to reduce polygons.
(1) That sphere in the center doesn't need to appear round given how small it is. You could probably lose half of those tris if not more.
(2) The serpents don't need to separate from the shaft until the top. Subtle modelling and some nice texture work would be enough to render the serpents.
#18
Posté 31 mai 2012 - 09:31
You just need a 3D question mark? Or a lit and animated scene? Anyone with any 3D package could use a text tool + extrude (or some equivalent) to make a question mark mesh, but if you want something specific I'll need some more details.
@Eolwyn
Thank you! Hats might be fun, although I still wake up with nightmares of NWN's plt texture system and the detail-devouring omni-sheen of metal1 & metal2's envmapping. I'll add a low-poly top hat to my project list anyway.
@henesua
Thanks for the advice.
The sphere at the top consists of two hemispheres, of 20 tris each; half that or less would essentially reduce them to triangles, unless there's a sphere modeling technique or trick I'm unaware of. I did consider simply removing that geometry and painting the round extrusions in the texture, but at extreme angles the illusion would break down or cease to be visible at all. Might still be worth it if 668 is too many tris...
The serpents are definitely kinda heavy. I took the reference images a little too literally -- in which the serpents seem to be universally, significantly separate from the staff where they part -- and might just remodel the whole thing based on your comments, since I haven't spent any time on the texture yet anyway (and unwrapping it took like 20 mins).
What kind of upper limit are you guys working with nowadays for polycounts?
Modifié par B_Harrison, 31 mai 2012 - 09:38 .
#19
Posté 31 mai 2012 - 06:40
B_Harrison wrote...
The sphere at the top consists of two hemispheres, of 20 tris each; half that or less would essentially reduce them to triangles, unless there's a sphere modeling technique or trick I'm unaware of. I did consider simply removing that geometry and painting the round extrusions in the texture, but at extreme angles the illusion would break down or cease to be visible at all. Might still be worth it if 668 is too many tris...
Given how tiny that sphere is, a cube is probably adequate, a cube with 1 extrusion is definitely adequate. (12-22 tris) You'll work on "softening" the "sphere" with shading in your texture.
B_Harrison wrote...
The serpents are definitely kinda heavy. I took the reference images a little too literally -- in which the serpents seem to be universally, significantly separate from the staff where they part -- and might just remodel the whole thing based on your comments, since I haven't spent any time on the texture yet anyway (and unwrapping it took like 20 mins).
My recommendation is based on how small the object is. I don't think the modelled serpents would be clear on the screen. Creating some contrasting shading in a texture - I think - will look better.
B_Harrison wrote...
What kind of upper limit are you guys working with nowadays for polycounts?
I don't model in NWN so i don't know what the range is. But my way of operating is to always produce the least number of polygons as possible (unless you are working in an engine that has a good LOD system). In that case its best to model bigger than you need, and scale down later.
#20
Posté 31 mai 2012 - 07:28
I don't know which software you are using, but most either have native -hedron primitives, have them for DL on a support site, and worst case, can be had for free from a variety of 3d model depots. Mapping to icosahedron in some software can be annoying but in this case, I don't see that being an issue.
*knife edging the bottom of the wings and merging those nodes will also reduce poly count and make it look more sculpted (less 'face-extruded').
Modifié par Leurnid, 31 mai 2012 - 08:02 .
#21
Posté 31 mai 2012 - 07:42
Its not necessarily a good idea for your polygons to be triangles to start with. Best practice is for your polygons to be four sided. My own experience has born this out.
Subdivision does not work as efficiently with 3-gons as it does with 4-gons. And scaling down in polygons likewise does not work as well.
I've also found it easier to unwrap a model built with 4-gons than one with 3-gons.
Lastly, you can always convert one 4-gon into (2) 3-gons. But its not as easy to go in the other direction as the geometry is not necessarily compatible.
I've encountered other issues too with tri only modelling, but its been a number of years since I transitioned to code from art so I am no longer close enough to it to be able to articulate all the reasons why 4-gons are better to work with than 3-gons.
#22
Posté 31 mai 2012 - 07:58
http://vnmedia.ign.c...999_fullres.jpg
Modifié par Rubies, 31 mai 2012 - 07:58 .
#23
Posté 31 mai 2012 - 08:04
henesua wrote...
@Leurnid
Its not necessarily a good idea for your polygons to be triangles to start with. Best practice is for your polygons to be four sided. My own experience has born this out.
Subdivision does not work as efficiently with 3-gons as it does with 4-gons. And scaling down in polygons likewise does not work as well.
I've also found it easier to unwrap a model built with 4-gons than one with 3-gons.
Lastly, you can always convert one 4-gon into (2) 3-gons. But its not as easy to go in the other direction as the geometry is not necessarily compatible.
I've encountered other issues too with tri only modelling, but its been a number of years since I transitioned to code from art so I am no longer close enough to it to be able to articulate all the reasons why 4-gons are better to work with than 3-gons.
considering he is already using a primative sphere made of tris, all of that is academic.
*You are functionally right, but this is a solitary and simple texture sphere, and a cube will look cubic, even with a smoothing texture. There are quite a few bioware placeables that tried to get away with using cubes in place of small spheres that aren't fooling anybody. If somebody is going to be walking around with that in hand all the time, the gloss is going to come off the cube pretty fast.
Modifié par Leurnid, 31 mai 2012 - 08:06 .
#24
Posté 31 mai 2012 - 09:19
Luckily this trial edition of "FreeDee Grafix 4 Kids Learning Edition" software I'm using seems to be producing functional models for me so far.
[cough]
@Rubies
I doubt I can improve upon that - very nice work!
#25
Posté 31 mai 2012 - 10:23





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