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 Rolling Eyes Arrow Wink

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. Wink
(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 Sad

Author:  Amailer [ Sat Sep 06, 2003 5:27 pm ]
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add a shine to it, so it looks asif its sharp Very Happy

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 Sad

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 Rolling Eyes

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? Razz

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


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