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 i drew this picture with..
Index -> Graphics and Design, Graphics -> The Showroom
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Mazer




PostPosted: 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.
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Tony




PostPosted: Sat Sep 06, 2003 3:01 pm   Post subject: (No subject)

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?
Latest from compsci.ca/blog: Tony's programming blog. DWITE - a programming contest.
Mazer




PostPosted: Sat Sep 06, 2003 4:09 pm   Post subject: (No subject)

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?)
Blade




PostPosted: Sat Sep 06, 2003 5:18 pm   Post subject: (No subject)

you're missing the clay on the blade Sad
Amailer




PostPosted: Sat Sep 06, 2003 5:27 pm   Post subject: (No subject)

add a shine to it, so it looks asif its sharp Very Happy
Homer_simpson




PostPosted: Sat Sep 06, 2003 6:13 pm   Post subject: (No subject)

1700 faces... =O isn't that a little bit too much to be used in a game that runs realtime
Catalyst




PostPosted: Sat Sep 06, 2003 11:18 pm   Post subject: (No subject)

Way too much for a sword, pretty good for a full character
Tony




PostPosted: Sat Sep 06, 2003 11:38 pm   Post subject: (No subject)

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.
Latest from compsci.ca/blog: Tony's programming blog. DWITE - a programming contest.
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Mazer




PostPosted: Sun Sep 07, 2003 8:15 am   Post subject: (No subject)

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.
PaddyLong




PostPosted: Sun Sep 07, 2003 12:01 pm   Post subject: (No subject)

1 poly = 2 faces in most cases .. sometimes there will be a poly that's one face, but most are 2
Mazer




PostPosted: Sun Sep 07, 2003 10:01 pm   Post subject: (No subject)

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.
PaddyLong




PostPosted: Mon Sep 08, 2003 6:34 pm   Post subject: (No subject)

in 3ds max usually the polys are made up of two triangular faces ... that's how max counts them any way
Tony




PostPosted: Mon Sep 08, 2003 10:44 pm   Post subject: (No subject)

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)
Latest from compsci.ca/blog: Tony's programming blog. DWITE - a programming contest.
PaddyLong




PostPosted: Tue Sep 09, 2003 9:04 am   Post subject: (No subject)

pretty sure yes

I would check for sure but I don't have max installed right now
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