blackdahlia Posted February 27, 2007 Report Posted February 27, 2007 welcome to the march low poly contest. This months theme is ASIAN WEAPONS Contest starts march 1st and goes till the 24th, then we will have a public vote for the winner max. poly count 300 tris diffuse map: 256x256 spec: 256x256(optional) normal: 256x256(optional) Please show it off in an 800x600 pic w/ wires. You can add multiple screenshots from different angles in this final shot. Try to show it as it would look in a game engine, so no fancy lighting/shadow effects. if you have time maybe a concept sketch but only the finished 800x600 image counts hope to see lots of submissions and good luck everyone Quote
KoKo5oVaR Posted February 27, 2007 Report Posted February 27, 2007 Mhh nice theme, i'll try to make something Quote
Pericolos0 Posted February 27, 2007 Report Posted February 27, 2007 thats a huge texture size for something this lowpoly, it doesnt really make much sense. either up the polycount or lower the texture size to 128*128 or something. In what context would the weapons be used? First person or characters holding them? Also I do not like photoshopping the final picture to make it prettier, you should instead show a model like it would appear ingame, like a max viewport screenshot with minimal lighting. locking this thread until a better topic gets worked out Quote
Pericolos0 Posted March 2, 2007 Report Posted March 2, 2007 reopened teh thread and edited the first post. gogogogo Quote
SnipaMasta Posted March 2, 2007 Report Posted March 2, 2007 Why was 512 a huge texture size? You've discouraged me now Quote
Pericolos0 Posted March 2, 2007 Report Posted March 2, 2007 texture memory is the most precious thing in game development. you dont need 512*512 for a model thats only 300 triangles Quote
blackdahlia Posted March 2, 2007 Author Report Posted March 2, 2007 thanks a lot Pericolos0 i really appriciate that! aaaaaaaaaaaaaaaaaaaand SUBMIT Quote
KoKo5oVaR Posted March 2, 2007 Report Posted March 2, 2007 I will kick in the balls the first who post a katana Quote
blackdahlia Posted March 3, 2007 Author Report Posted March 3, 2007 looks like im getting a kick in the balls Quote
twiz Posted March 4, 2007 Report Posted March 4, 2007 Finished modeling, just need to make some purty maps for it: 295 tris: reference, in case you dont know wtf it is: Now to get photoshoppin' Quote
MNeMiC Posted March 4, 2007 Report Posted March 4, 2007 The base is okey, but alot unoptimized. The blade is fine, but look at the handle, you have 2 loops that does nothing at all to the model. Also, you still have the "inside" or, "top" piece of the connecting piece between the stick and the blade. You should remove these things and you'll go down about 40-50tris. Quote
twiz Posted March 4, 2007 Report Posted March 4, 2007 The 2 loops in the handle add curvature to the handle. Not much of a curve, but I think it looks a lot better not being perfectly straight. If I were running out of polys I would take at least one of them out, but as it is, I think its fine. The top of the connecting piece(elephant head in the photo) has to be there, otherwise there would be a hole between the connecting piece and the blade? The blade is significantly narrower than the connecting piece. I might rework that head a little bit to throw some more polys on the blade, I figure I need about 10 or so extra tris to smooth it out as much as I care to. I thought it was a horse head at first so thats why it has an 'ear' on it, turns out its an elephant so I might fix it up a bit. Quote
Grinwhrl Posted March 7, 2007 Report Posted March 7, 2007 My WIP Weapon. Old School Ninja Turtle Style This is the first weapon model I have ever done, hehe. Nun-chucks Texture Map Quote
st0lve Posted March 7, 2007 Report Posted March 7, 2007 Add something to the grip, it's too boring. And I find the highlights too extreme. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.