Author Topic: The new and improved 3D model topic!  (Read 4965612 times)

here is another render. i'm just taking old models i made for blockland and rendering badly to show that Wings3D can render


they're adorable
looks like clay

Here's a few pics of my fully rigged and animated WIP model that I'm making for an action RPG game I'm developing. The gameplay style focuses more on real-time combo based commands rather than more frequent turn based games.

Game render with UV texture set-up (just implemented today):



Blender render of a sword attack animation:



Blender render of a running animation:


also looks like poop

also looks like poop

Tried to keep it as low poly as I could since I do intend on rendering a lot of enemies on screen at once. Is there anything I can do to improve on it? I could also use a UV artist since I've been slapping quick UV tests in photoshop by myself.

Well for one hair doesn't stick to your head unless you're one greasy mug. The other is maybe play around with the lighting seeing as you've got a lot of harsh shadows.

Well for one hair doesn't stick to your head unless you're one greasy mug. The other is maybe play around with the lighting seeing as you've got a lot of harsh shadows.

The hair is a separate mesh and is detached from the head although it is hard to see in my screenshots due to the poor lighting that you pointed out. I'll try sorting that out when I get a chance.

Blender's page isn't loading for me so I'll render my weapon tomorrow.

I guess I'll start on the next one :)

Here's a few pics of my fully rigged and animated WIP model that I'm making for an action RPG game I'm developing. The gameplay style focuses more on real-time combo based commands rather than more frequent turn based games.

Game render with UV texture set-up (just implemented today):

-snip-
Blender render of a sword attack animation:

-snap-
Blender render of a running animation:

-snop-

Game Dev, fun stuff.
Neat model, how many tris?
Also, out of curiosity, can you post an xray of your rigging?



progress

can anyone explain how to make textures paintable in GIMP or Paint.NET? I prefer PDN, but I can do GIMP as well.
« Last Edit: April 18, 2012, 11:58:59 AM by Flubbman »

How did you get those textures in the first place if you didn't paint them? You can save the image as a file, edit it, and then use it normally.

I want to do the ribs procedurally. This has seams.

Previous render: http://img534.imageshack.us/img534/6625/oovee.png

How did you get those textures in the first place if you didn't paint them? You can save the image as a file, edit it, and then use it normally.

I want to do the ribs procedurally. This has seams.
-snip-
This is so great! I wish I could know how to use Blender...



Not sure why i felt like doing this, i am unable to edit ragdolls, so i don't think i could actually make Meet the Team quality hands

MaxOfS2D gives the fingers of his enhanced models a sort of bevel for smoother lighting similar to Valve's, but the finger nails are too flat and i'm not sure if the bevel is too far out or not compared to what you see in the Meet the Team videos

Archimedes' casual Heavy and Medic have the standard square fingers but have more rounded fingernails, but the vest Medic's nails are way thicker on his left hand than his right, so it's nightmare fuel for my OCD, and the Heavy's nails have some weirdness with smoothing groups around the tip of the nails when they transition to the finger

How did you get those textures in the first place if you didn't paint them? You can save the image as a file, edit it, and then use it normally.

I want to do the ribs procedurally. This has seams.
-snip-
Previous render: http://img534.imageshack.us/img534/6625/oovee.png
looks good.