3rd Party Models/Media Chat / [WIP] Game Assets

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wizard of id
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Posted: 15th Mar 2014 20:02
About the noose ?



You looking to do some thing like this, thought mine isn't near perfect was just playing around with 3d editor operations.











if you tell me what 3 editor your using, I should be able to figure out a way for the rope to be wrapped like that.Operations I used is by creating a spiral curve and extruding a polygon face via it and then tweaking the curve which results in better over end results :p



I am sure you can manage it, another cheap method is using texture transparency thought it will not nearly look as good as the real thing, the real thing is going to cost some polygons
Emrys
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Posted: 18th Mar 2014 18:53
Hi wizard,



I'm using 3ds max, I've been getting close using path deform but it's still not right.



Thanks for your help



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Emrys
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Posted: 19th Mar 2014 15:36 Edited at: 19th Mar 2014 20:58
I though I would start on another model, I might finish one at some point !



Next on the list is a modular library as a big part of my game story will happen in this area, secret passages, puzzles to solve and items to find.



The books on the shelves and the floor will change as it looks repetitive at the moment, it's just a mock up to get a feel for the overall look.











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Emrys
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Posted: 19th Mar 2014 17:14
Changed the design slightly to fit in with the outside of the building.







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Emrys
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Posted: 25th Mar 2014 20:16 Edited at: 25th Mar 2014 21:17
Made a quick bridge today, I still have a bit of unwrapping to do but 98% finished.







In scene but with a different texture -











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Emrys
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Posted: 25th Mar 2014 22:17
In scene bookcases for the library







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granada
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Posted: 25th Mar 2014 22:49
Realy nice work,love looking at this sort of thing .



Dave

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Emrys
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Posted: 26th Mar 2014 12:28
Thanks Dave, are you still working on a few models? haven't seen you post any in a while.







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Emrys
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Posted: 28th Mar 2014 22:19 Edited at: 29th Mar 2014 10:54
Created a new rock & step models, I may have to change the texture as I don't think it fits in with my other textures.







In scene, leading to a cave -







Outside of cave -







/edit looking at it again, it definitely looks cartoony !



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Scene Commander
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Posted: 29th Mar 2014 08:29
Excellent work.



I'm always amazed at the level of modelling talent displayed on these boards.



SC

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Super Clark
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Posted: 31st Mar 2014 03:47
Have to say very impressed puts my poor efforts so far to shame but

I have only be at it a week. well done.
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Emrys
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Posted: 31st Mar 2014 11:47
@Scene Commander, thanks, you're right there are some very talented members on this forum but I have a long way to go before I'm anywhere near their standard.



@Super Clark, Thanks for you comment. Keep trying and you will get there, you many think your efforts are poor at the moment but it's how you learn, think to yourself, what did I do wrong, how could I improve my model next time, better mesh?, better texture?



If you go wrong, try again, don't be afraid to make some bad models, I only post my good ones I have a folder full of bad ones !



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Emrys
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Posted: 31st Mar 2014 16:54
Started to block out another bridge, this one will join an upper level and a building together.







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henry ham
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Posted: 31st Mar 2014 19:38
looking good mate



cheers henry

Emrys
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Posted: 1st Apr 2014 17:14
A bit more added today, just getting a feel for the textures, no uv unwrapping at this stage.







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granada
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Posted: 1st Apr 2014 17:22
Looking good E30Legend ,All these parts are adding up .



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Emrys
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Posted: 2nd Apr 2014 18:07
Another quick update (if your all getting bored of these tell me to stop ! )







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science boy
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Posted: 3rd Apr 2014 22:36 Edited at: 3rd Apr 2014 22:39
Awesome.top looking models you are keeping me inspired keep up as much as possible

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Emrys
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Posted: 4th Apr 2014 13:12
Many thanks SB



I've started making the houses more modular so that I can reuse the models. I still need to finish the roofs but it's starting to take shape now.



/Edit, I just notice one of the windows looks stretched, I will fix that later.







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wildman4
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Posted: 5th Apr 2014 13:32
These are looking great! Keep up the good work.
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science boy
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Posted: 8th Apr 2014 20:23
come on fella i am waiting with anticipation

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Emrys
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Posted: 9th Apr 2014 12:59




This is what I have so far, been busy at work



Still a lot of work to do, still a few texture issues and bits to finish.















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science boy
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Posted: 9th Apr 2014 18:34
now that is just awesome blown me away fella

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MXS
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Posted: 10th Apr 2014 06:43
wow smoking hot models. you should add these to the new store.

more than what meets the eye



Welcome to SciFi Summer
Emrys
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Posted: 11th Apr 2014 13:22
Thanks guys



I'm itching to see how they look in Reloaded but I want to finish the model first.



More WIP :

Added some leaded windows, I will probably change this when we get some glass shaders to play with.







Galleon WIP :

Just getting the basic shape.







Cannon WIP :

Very basic at the moment. This will be used on the ship and in the castle.





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science boy
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Posted: 11th Apr 2014 14:31 Edited at: 11th Apr 2014 14:33
you have been busy too. one of my x10 exploits was a port named tyrannee, which was a long time failing due to x10 shader issues and memory etc. so i gave up when i heard of reloaded.



anyway i like the idea of being on a big ship and sailing to islands and ports, keep up the fantastic work.

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Emrys
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Posted: 11th Apr 2014 18:19
Any links to your Port in x10, SB?



Cannon update





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Dosedmonkey
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Posted: 11th Apr 2014 19:23
All your models are great, you have a great work method I can see, with nice looking models, but keeping the poly count low and methodical. Should end up working brilliant in a game at this rate.
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Emrys
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Posted: 11th Apr 2014 20:22
Thanks Dosedmonkey. I'm trying to keep the polycount low but it's so easy to get carried away



I'm going to use some of the high poly model to bake the normals and see how it looks in Reloaded.







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science boy
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Posted: 11th Apr 2014 20:43
sadly a photo and a few textures is all that remains, it was all lost in a major pc fry up, that killed all my circuits including hard drive and back up usbs motherboard graphics card and all. i tried salvaging but it will not recognise the hard drive so near 450gb of stuff wiped out in a moment.......... so been starting again only a few bits left on discs etc. gutted. but it is nice to start afresh and with the intent of better. there was a picture of the port on a news letter, twas yellow sky with water and houses built upwards. i intend to do ships etc. but in time. i will wait for vehicle addition. which will mean we can sail ships etc. maybe have some threads titled twin worlds on the older boards.

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Emrys
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Posted: 14th Apr 2014 22:22
Found this SB http://forum.thegamecreators.com/?m=forum_view&t=191597&b=25 shame you never got to finish it.



Time for another castle (well just walls and towers at the moment) to go with the town (If you think it's too big, I'm trying to give it the effect that it's over shadowing the town, who knows what lurks behind those walls) :







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science boy
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Posted: 16th Apr 2014 23:31
Wow dude loving the high walls. Compared to the geeat wall in game of thrones your walls are very reasonable. Keep it going

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Spotaru
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Posted: 20th Apr 2014 04:13
Haven't posted in your thread in a while but I have been watching. Your buildings are very nice. They make me want to start working on my tavern again.
Emrys
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Posted: 21st Apr 2014 17:52 Edited at: 25th Apr 2014 17:14
Thanks Spotaru



@SB, I've never seen game of thrones, I must try and get in to it, might get some ides from it. As well !



Quick updated screenshot of my town, I'm also trying to get some of my other models finished now and start getting them in to Reloaded.







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Lugo
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Posted: 24th Apr 2014 16:21
you should really release some work for us man you are really amazing at what you do even if you say your just starting out, very amazing man wish you would make a pack for us :/

Jacob Lugo
Emrys
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Posted: 25th Apr 2014 17:09
Wow thanks !



I'm not planing on releasing any packs for the moment, I still have a lot to learn. As soon as I feel confident that my models are good enough to put in the store I will release some.



Thank again



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henry ham
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Posted: 25th Apr 2014 17:16
E30Legend your work looks great to me ,the only issue i can think of is possibly the poly count as they look a tad high poly to me ( but i could be wrong )



why not try making a few small prop models as a trial for the store that way you dont need to spend a huge amount of time on 1 model only to find it has issues.



cheers henry

unfamillia
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Posted: 25th Apr 2014 17:44
Quote: "As soon as I feel confident that my models are good enough to put in the store I will release some"




Your models are great as they are. As Henry said, just try a few smaller assets (like chairs, tables, light fixtures, tableware etc.) and see how they get on in the store.



Please don't let my silly little 'wobble' put you off from trying to sell in store! In the classic store, I think the models might have been accepted, just. But, the reason they weren't in this store is because of something that is really easy to fix. All I had to do was adjust one or two UV islands a tiny bit and they would have been fine, but, I have chosen to redo them completely. (My choice)



I think the other forum members would really benefit from a pack like this from you.



Cheers



Jay.

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Posted: 25th Apr 2014 17:56 Edited at: 25th Apr 2014 17:59
Thanks Henry & Jay



I'll do a count at the weekend and post the results and see if you think I need to lower the count a bit more.



I'll have a go at making prop and see how it goes, good experience either way !



Thanks.



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Emrys
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Posted: 30th Apr 2014 17:07
I've only had time to do a quick bit of modeling this week so I decided to get the cannon finished.



I not sure if I'm completely happy with the texturing yet and the poly count is about 1200, is this too high?







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Duncan Peck
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Posted: 30th Apr 2014 17:38 Edited at: 30th Apr 2014 18:02
wow awesome models... well done for the effort and time it must have taken you! I was wondering.. what modelling software do you use? I use blender but I'm pretty new to it so I'm looking to try to use some other software package maybe.



Your castle looks a lot better than my attempt, I feel a little foolish for posting mine up when yours is here!



Edit: I just re-read the thread and found out you use 3ds max as your modelling tool.. anyway for a "beginner" you defiantly have an eye for detail on your models and they are much better than my beginner models!
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Emrys
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Posted: 30th Apr 2014 20:48
Thanks



Yeah, I'm currently using 3ds max but I'm also learning blender as well.



I made some really shocking models when I started and yours, as I said in your thread, are great for a first attempt.



Keep at it and it won't be long before your making lots of great models. Too many people give up too easily ! Don't be one of them



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unfamillia
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Posted: 1st May 2014 00:20
E30Legend,



1200 is a little high, but, more than suitable for Reloaded. You have quite a bit of detail in the model and sometimes, its hard to lower the poly count without deforming the mesh too much.



Look at my campfire for instance, that's over 800! For a lowly little campy fire.



Keep in mind, an NPC will be around the 4000-6000 mark, so, if you can keep a static mesh around or below 1000, you will be fine.



Great looking cannon by the way!



Duncan,



3DS Max retails for around $3500. Quite a bit more than the free price of blender! haha. There is always the student version, but you are limited to non commercial projects with that (meaning, you can't sell any of your models that you make with it)



Stick with Blender, learn the basics and in a few months of nearly quitting and nearly ripping your hair out, you will be churning out models like E30Legend here! But, you have to practice!!



Cheers



Jay.

Emrys
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Posted: 1st May 2014 15:13
Thanks for the info Jay, I've now got it down to 928 polys with no change to any detail which I'm very pleased about.



I'll post an image of before and after when it's finished.



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Emrys
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Posted: 2nd May 2014 11:48 Edited at: 2nd May 2014 15:11
With some more tweaking it finished up 970 polys which I'm happy with. I found issues with the mesh inside the barrel of the cannon which was adding a lot of polys.







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science boy
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Posted: 8th May 2014 12:01
nice big guns you have there, all the better for shooting with. what would be great is if you have super strength and can wield it as a weapon. be a sense of real power

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unfamillia
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Posted: 13th May 2014 13:30
From 1886 down to 970 is a great improvement! Well done mate.



That canon is looking nice. I can imagine with a decent spec and normal map applied, it would really pop!



Cheers



Jay.

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Posted: 5th Jun 2014 10:21
What you been up to fella?

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Emrys
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Posted: 6th Jun 2014 18:15 Edited at: 22nd Oct 2014 15:20
unfamillia wrote: "From 1886 down to 970 is a great improvement! Well done mate.



That canon is looking nice. I can imagine with a decent spec and normal map applied, it would really pop!



Cheers



Jay."




Thanks Jay, I really need to invest abit bit of time getting normals to look right, everything looks great until I import the model in to Reloaded.



science boy wrote: "What you been up to fella?"




Hi SB



Lots ! First 2 weeks in May I was making a level for the comp. then for the rest of May I had to go on a very boring course at work



Since I've been back I've done a lot more work on my character. I've managed to get the model rigged and an idle animation working but I still have a few texture and mesh issues to fix. The model works and animates in the Reloaded editor but not when the game is run.



(The sword is not finished yet)



[img]

[/img]



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science boy
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Posted: 9th Jun 2014 11:10
nice work fella

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