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Topic : "low poly modeling work" |
shahar2k member
Member # Joined: 01 Jun 2000 Posts: 867 Location: Oak Park CA USA
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Posted: Sat Dec 30, 2000 5:07 pm |
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firstly, here's some of the objects I'm working on,
my budget is 100 polys per object and 64*64 pixel textures
anyone here have experience with low poly can give me any tips? I'm also just now learning 3D studio (all these were done in it) and I was wondering if anyone has good sites to learn how to do animation in 3DS....
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Ben Barker member
Member # Joined: 15 Sep 2000 Posts: 568 Location: Cincinnati, Ohier
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Posted: Sat Dec 30, 2000 6:59 pm |
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Those are pretty low budgets. A medium complexity map object in Q3 usually has at least 200 polys with a 256x256 texture map.
Check out Paul Steed's "Thinking Outside the Box" column on loonygames:
http://www.loonygames.com/content/new/
There's a whole series on how to make and animate Q3 models with character studio, from start to finish. |
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shahar2k member
Member # Joined: 01 Jun 2000 Posts: 867 Location: Oak Park CA USA
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Posted: Sat Dec 30, 2000 11:23 pm |
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heh I've got started on modeling thanks to Steed's articles on loonygames, I've read all of them at least twice. It's a shame the site isn't updated, it was great.
and yes they are low budget, that's because they are meant as map objects for an overhead perspective game, and the engine is... not quake 3
the corn field is 1000 polygons and more a proof of concept.
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Ben Barker member
Member # Joined: 15 Sep 2000 Posts: 568 Location: Cincinnati, Ohier
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Posted: Sat Dec 30, 2000 11:36 pm |
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Heh, good luck taking on Warcraft 3!
So what kind of animation were you looking for then? Character animation, or blowing branches and stuff? |
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shahar2k member
Member # Joined: 01 Jun 2000 Posts: 867 Location: Oak Park CA USA
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Posted: Sat Dec 30, 2000 11:41 pm |
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wow fast response...
this isn't an RTS... more like taking on Neverwinter nights
I guess I'll start with blowing branches, rustling bushes, (and any other phalaic sounding animation I can think of )
just anything to get me started... I havn't even touched high poly modeling yet, up to these perticular models I've been using milkshape....
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