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Some new models

PostPosted: 26 Mar 2012, 10:52
by Skorpio
I have a couple of new models in the works which could be useful for OD. The first is some kind of demon, then I have a flying insect monster and I'm also working on a high poly version of the old orc model. I'm just sculpting at the moment, because that's the funniest part. I still need to animate the lizardman, but I'm not sure if I should redo some parts of the topology and reduce the poly count.

By the way has anyone tried to implement the new tiles that I made last year or is that too difficult? I wonder if the number of polys is too
Demon6.jpg
Demon7.jpg
Demon8.jpg
high.
Insectmonster.jpg
Insectmonster2.jpg

Re: Some new models

PostPosted: 26 Mar 2012, 10:54
by Skorpio
Orc3.jpg
Orc4.jpg
Orc5.jpg

Re: Some new models

PostPosted: 26 Mar 2012, 11:40
by Danimal
Quite cool Skorpio, what are you doing at the moment? a personal project or just making models for fun?
Also i would like to use your walls, will you upload them to OGA soon?

Re: Some new models

PostPosted: 26 Mar 2012, 12:04
by oln
Skorpio {l Wrote}:By the way has anyone tried to implement the new tiles that I made last year or is that too difficult?

It shouldn't be that difficult, we just haven't been able to do much programming work at all lately.

I don't know about the polycount, but those models look amazing.

Re: Some new models

PostPosted: 26 Mar 2012, 12:15
by svenskmand
They look very nice Skorpio, excellent work as always :)

Re: Some new models

PostPosted: 26 Mar 2012, 12:38
by Skorpio
Danimal {l Wrote}:Quite cool Skorpio, what are you doing at the moment? a personal project or just making models for fun?
Also i would like to use your walls, will you upload them to OGA soon?


I'm working on 2D graphics for an iphone/ipad game at the moment, so I didn't have much time to finish these models. The walls are already available in the svn repository, but I can upload them to OGA as well.

Re: Some new models

PostPosted: 26 Mar 2012, 13:37
by Danimal
Yuo should, if only to get people kudos

Re: Some new models

PostPosted: 27 Mar 2012, 18:40
by svenskmand
Yes indeed, put them on OGA also :)

Re: Some new models

PostPosted: 31 Mar 2012, 12:37
by Skorpio
Just uploaded the tileset to OGA: http://opengameart.org/content/3d-dungeon-tileset

Lights and stuff are not included.

Re: Some new models

PostPosted: 31 Mar 2012, 17:38
by svenskmand
Coool and nice work :) I hope we will soon have it in game :)

Re: Some new models

PostPosted: 05 Apr 2012, 18:11
by Skorpio
The orc has got a texture now. I'll probably give him some clothes or armor after I'm done with the retopo. Or do you prefer naked orcs? :)
Orc6.jpg
Orc7.jpg

Re: Some new models

PostPosted: 05 Apr 2012, 23:45
by svenskmand
Very nice work Skorpio :)

Re: Some new models

PostPosted: 06 Apr 2012, 00:08
by Danimal
NO! MAKE THEM COVER THEIRS SHAMES!!

Re: Some new models

PostPosted: 09 Apr 2012, 20:56
by Skorpio
I've improved the cannon a little bit and have also made some simple, new props: A chair, a table, a stool and a shelf.

I had some trouble with the torch, because I wanted to check the size in OD, but for some reason the game didn't show the model (I added it as a monster and then as a room). Maybe something is wrong with the exported file. I've already tried a couple of things without success. I'm going to check if the barrel works better.
Cannon.png
Cannon2.png
Tileset8.png

Re: Some new models

PostPosted: 10 Apr 2012, 14:41
by svenskmand
They look very nice :) I cannot wait to see them in-game :D

Re: Some new models

PostPosted: 10 Apr 2012, 16:09
by Skorpio
Ah, I just realized that I had to change the level file in the levels_git folder. Why are there two level folders? Now I'm watching the barrel and the torch killing orcs and dwarves. :lol:

Re: Some new models

PostPosted: 11 Apr 2012, 13:42
by svenskmand
Skorpio {l Wrote}:Now I'm watching the barrel and the torch killing orcs and dwarves. :lol:

Awesome, sounds like a must see! :) Hehe

Re: Some new models

PostPosted: 11 Apr 2012, 22:13
by Skorpio
I'm done with retopo and rigging and am experimenting with new textures now. I'm gonna tweak the animations tomorrow.
Orc.jpg

Re: Some new models

PostPosted: 19 Apr 2012, 12:48
by Danimal
I also advanced a bit on my model, i modified a few parts as per feedback and skinned the whole thing. I put together a dirty scene to show it, but there is still much to do, real textures(just materials at the moment), normals, refraction, rigging, animations...
That orc loos sexy (in a creepy way) Skorpio!!(put him some clothes already!! no nudism here!!)

Re: Some new models

PostPosted: 19 Apr 2012, 16:04
by Skorpio
He looks really cool. :) Only with the mapping something seems to be wrong (the stripes on the shoulders). Those are procedural textures? Do you know how to bake the textures? And didn't you want to replace the drills with more realistic ones? You could use the screw tool: http://wiki.blender.org/index.php/Doc:2 ... ting/Screw

I've already made basic leather armor, boots and loin cloth for the orc, but then kinda lost the motivation and worked on other things.

Re: Some new models

PostPosted: 19 Apr 2012, 21:30
by Danimal
those are just some textures used as materials, i plan for amore complex texturing, also thanks for the tip about the drill, will redo it soon

Re: Some new models

PostPosted: 23 Apr 2012, 15:15
by Danimal
Skorpio i have a few modelling questions for you:

1 How can i make an animation in which the model pieces get split (example,in my robot the head flies away or arm falls off when dying)?
2 When making organical models, say a warrior, is better to do the armor/clothes as separate objects or just modificate the base mesh to my needs?
3 Texturing, any tips how to make crispy and colorful ones, mines always end up quite simple.

Thanks as always for helping a noob

Re: Some new models

PostPosted: 23 Apr 2012, 19:57
by Skorpio
1. If the arms are not fused with the main body, then you just need to move the arm bone around. There's a "Co" button in the "armature bones" panel which you have to uncheck, then the bone isn't connected to the parent bone anymore.

2. It's easier to model that stuff as separate meshes or objects, but to optimize the model I'd delete the vertices below the armor/cloths which will never be visible. Maybe you can even merge the two meshes, but that depends on the models. Boots for example could be easily merged with the legs.

3. I like to use the reprojection in Sculptris atm (the new Blender versions have that function, too). The program takes a screenshot which you can modify in a painting program and then reimport in Sculptris/Blender.

To make the colors of your texture more interesting you can add layers in different blending modes like "hard light" to modify the color at some spots a little bit. Some nice, big brush tips are also useful for texture painting.

There's also projection painting which lets you project textures directly on the model, similar to a clone brush.

------
I'm currently working on some spaceship sprites for another game again. When I'm done with that I'll continue to work on the orc (probably ;) ).

Re: Some new models

PostPosted: 24 Apr 2012, 20:24
by Danimal
thanks for the tips Skorpio, also gotta love how lively the forum is...

Re: Some new models

PostPosted: 05 May 2012, 09:21
by Skorpio
Someone is using the new tileset in a map editor: http://opengameart.org/content/3d-dunge ... ment-10319 :) Maybe you can ask him how he did it.

Oln, have you fixed the problems with the normal maps already? If yes, then we should release a new version soon, so that I can better test my models in-game.