Computer Science Canada i drew this picture with.. |
Author: | Mazer [ Sat Sep 06, 2003 2:35 pm ] |
Post subject: | i drew this picture with.. |
uh.. a broken number 2 pencil... and ... uh, and my blood! yes, i'm that talented. feel free to bow before me ![]() ![]() ![]() anyways, i felt it was about time i start posting my stuff here. hmm... now that i think of it i should start making stuff again. |
Author: | Tony [ Sat Sep 06, 2003 3:01 pm ] |
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its a good start... the sword lacks detail (low polycount) but that just needs practice. also, why is it suspended in the air? shouldn't it lie flat on the plane? |
Author: | Mazer [ Sat Sep 06, 2003 4:09 pm ] |
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since when is low poly a bad thing? in fact, i think this is actually too high poly (according to blender: 1743 faces, i'm not gonna go through and count). i should've mentioned that i intended to end up using it for a game, and just added the materials because i was bored. (i'll be going back and doing some UV mapping when i use it in the game). it's not supposed to look real, but it has many of the details you'd expect to find on a katana. as for air/ground positioning, clearly you haven't heard of the force. ![]() (sure, it's floating in the air, but who cares?) |
Author: | Blade [ Sat Sep 06, 2003 5:18 pm ] |
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you're missing the clay on the blade ![]() |
Author: | Amailer [ Sat Sep 06, 2003 5:27 pm ] |
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add a shine to it, so it looks asif its sharp ![]() |
Author: | Homer_simpson [ Sat Sep 06, 2003 6:13 pm ] |
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1700 faces... =O isn't that a little bit too much to be used in a game that runs realtime |
Author: | Catalyst [ Sat Sep 06, 2003 11:18 pm ] |
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Way too much for a sword, pretty good for a full character |
Author: | Tony [ Sat Sep 06, 2003 11:38 pm ] |
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I dont think its the real polycount number... you've got to go to utilities -> polycount to get a real number, face count is different. |
Author: | Mazer [ Sun Sep 07, 2003 8:15 am ] |
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Blade wrote: you're missing the clay on the blade
![]() wha? correct me if i'm wrong, but i'm pretty sure there isn't any clay on katanas. Homer_simpson wrote: 1700 faces... =O isn't that a little bit too much to be used in a game that runs realtime
thanks i... i din't know that ![]() tony wrote: I dont think its the real polycount number... you've got to go to utilities -> polycount to get a real number, face count is different.
uh... yeah, i don't use 3DS Max (yet i have a copy of it...). this is made in blender. |
Author: | PaddyLong [ Sun Sep 07, 2003 12:01 pm ] |
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1 poly = 2 faces in most cases .. sometimes there will be a poly that's one face, but most are 2 |
Author: | Mazer [ Sun Sep 07, 2003 10:01 pm ] |
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are you sure that came out right, paddylong? ![]() a polygon would be a group of (connected) vertices. i think, 1 face would be equal to 1 polygon, except in some cases when the face is modelled as a quad and the engine renders it as 2 tris anyways. |
Author: | PaddyLong [ Mon Sep 08, 2003 6:34 pm ] |
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in 3ds max usually the polys are made up of two triangular faces ... that's how max counts them any way |
Author: | Tony [ Mon Sep 08, 2003 10:44 pm ] |
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you sure? I think its the other way around. polygon is a single triangle... a face - which usually is a square is made up of two triangles(polygons) |
Author: | PaddyLong [ Tue Sep 09, 2003 9:04 am ] |
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pretty sure yes I would check for sure but I don't have max installed right now |