Page 1 of 2

Models by Anon

PostPosted: 09 Aug 2014, 23:57
by Anon
This is where I'll post any models that I make with the goal of inclusion into Supertuxkart.

To start off, here's a fish inspired by the red-bellied piranha. The model is 314 tris, textured with normal and gloss maps for the scales, and I've attempted to rig it. This is what it looks like ingame, minus the normal and gloss maps, which I haven't gotten to work:

screenshot.png

Link to .blend file on Google Drive

Let me know what you think!

Re: Models by Anon

PostPosted: 10 Aug 2014, 01:40
by Auria
Hi,

nice work, that's a pretty nice fish! Will fit nicely in the subsea track

Re: Models by Anon

PostPosted: 12 Aug 2014, 21:10
by Anon
Thanks, I was worried that the head might be too plain.

Re: Models by Anon

PostPosted: 12 Aug 2014, 21:29
by Anon
Here's some more models I made over the last few days:


Aztec Hut
467 tris, normal mapping on the walls and roof
1_5.png

This was based mostly off of this image and this site.
Download


Fictionalized Aztec Altar
173 tris, normal mapping on calender stone
1_3.png

Don't panic, the source for the calender stone texture is in the public domain in most countries.
Download


Aztec Pot w/ Engraving
608 tris, normal mapped engraving
1_2.png

Not too sure about how this one turned out.
Download


Aztec Sculpture
580 tris, normal mapping
1_6.png

I'm quite pleased with this one; it's probably one of the better models I've ever made. Contains only ao and normal maps, for lack of a good stone texture.
Download


Stone and dirt textures are by samuncle. Everything else I either made or found in the public domain.

Re: Models by Anon

PostPosted: 12 Aug 2014, 21:56
by Arthur
Really, really nice work. Really. I am sure samuncle will use them as they are of high quality and decent footprint (tris count). :)

If you want a suggestion, I'd say that the hut walls could use some variation and not be completely straight, which is what you'd expect when people use logs as walls. But that is obviously up to you whether you want to improve it a little further.

Great models, and I hope you will stick around giving us more nice contributions like these. ;)

Re: Models by Anon

PostPosted: 12 Aug 2014, 22:01
by samuncle
Wow \o/ awesome

Aztec home:
Very good. Maybe it's a bit flat, and I'm not convinced by the roof texture.

Fictionalized Aztec Altar:
I love this one :). Definitely my favorite. I never had this idea so it's great to see what people can do with your initial statement :). We can imagine using it has a trigger for the upcoming scripting. Anyway it will be used.

Aztec Pot w/ Engraving:
Very cool pot. And with this basic object we can quickly make many variation to make different pots.

Aztec Sculpture:
I already made an aztec dragon :). But having a bit of diversity is always a good idea.

I made a completely new version of the pyramid. With more details and a better shape. Here is a view where your objects will be :).
Here is a preview
Image

Congratulation. It's almost perfect. I'm waiting to see what's your next surprise.

I suppose your .blend are licensed: creative commons 3.0 ?

Re: Models by Anon

PostPosted: 12 Aug 2014, 22:21
by Anon
@Arthur: Thanks, it's great (and slightly surprising) to hear such a positive response. :D


@Samuncle: I'm not exactly happy with the Aztec home's textures either, but I'm not good enough at drawing textures to make any better ones. If you send me a wooden texture formatted like the one below, I could rebake the textures and it would probably look much better.

Also, that pyramid looks awesome. :shock: I can't believe that's what it looks like ingame. It's just such an improvement from 0.8.1.

EDIT: Where legally possible, any and all files that I either link to from or post to this forum thread are hereby released under both Creative Commons Attribution 4.0 International and Creative Commons Attribution 3.0 Unported.

Re: Models by Anon

PostPosted: 12 Aug 2014, 23:43
by Totoplus62
Fantastic !
Image

Re: Models by Anon

PostPosted: 13 Aug 2014, 02:04
by samuncle
I will try to make better textures for the roof.

Anon do you know how to make characters ?

Re: Models by Anon

PostPosted: 14 Aug 2014, 16:17
by Anon
Not really. I could try though.

Re: Models by Anon

PostPosted: 14 Aug 2014, 19:41
by samuncle
Hum ok

I will do the characters needed myself :). Also I have made some changes on your altar. It's minor but useful to know. Once it's finished, I will explain what I did because I think it's useful for everyone.

Sam

Re: Models by Anon

PostPosted: 18 Aug 2014, 01:48
by samuncle
@Anon

I started to include your objects and I notice some little issues.

1) A texture like the wall texture of the hut should be generic without the rope around so we can use it in other context, like in my example for a wall around the village
Image
2) ALso a texture like that should be repetitive in X and Y axis. So we can use it in even more situation. You see it's a good optimization. With one texture you can do several different object.
3) I slightly increased the contrast with an unsharpen mask filter. It should be not tooo much contrasted since it's the engine's task with lighting, but it helps the normal map
Here is my current version so you can compare to yours and see what I changed.
Image

The rope will be in another texture.

Re: Models by Anon

PostPosted: 18 Aug 2014, 16:17
by Anon
After I made the last batch of models, I realized that I could probably seperate the ambient occlusion from the main texture, and put it in the lightmap. Would this be desirable?

In the picture of the village, is normal mapping enabled? It looks pretty flat to me, especially the area around the torches.

Re: Models by Anon

PostPosted: 18 Aug 2014, 17:57
by Anon
Olmec Head
522 tris, normal mapping
1_5.png

A decent-ish model from the wrong civilization.
Download

Re: Models by Anon

PostPosted: 19 Aug 2014, 16:14
by Anon
Another Aztec Sculpture
676 tris, normal mapping
1_4.png

My first attempt at giving my models more of a cartoon feel.
Download

Re: Models by Anon

PostPosted: 21 Aug 2014, 06:08
by Hacker007
Nice Work! I hope i will be as good as you soon :)

Re: Models by Anon

PostPosted: 21 Aug 2014, 18:26
by Anon
Thanks!

Re: Models by Anon

PostPosted: 24 Aug 2014, 07:15
by Hacker007
Are these models opensource?

Re: Models by Anon

PostPosted: 24 Aug 2014, 15:46
by Anon
Yes, they're released under both Creative Commons Attribution 4.0 International and Creative Commons Attribution 3.0 Unported.

Re: Models by Anon

PostPosted: 25 Aug 2014, 15:49
by Anon
@samuncle: Now that I'm more or less done my arena, I can start making objects again. Can you update the object list to reflect what's most needed now?

Re: Models by Anon

PostPosted: 25 Aug 2014, 19:28
by samuncle
Okay :)

So the new list is avaliable here, http://supertuxkart.sourceforge.net/Object_list
Take your time and make high quality objects :)

Also I used the majority of your objects in chocolate :). Some not in the way intended ^^ but I will soon make some screenshots so you can see where they are :).

Thanks for your work
Sam

Re: Models by Anon

PostPosted: 26 Aug 2014, 19:46
by Anon
Great, I look forwards to seeing where my things have gone.

Here's a bean for the cocoa tree. I thought it would be good for the trees and beans to be seperate objects, so that every tree can have a unique number and placement of beans.

Cocoa Bean
48 tris, normal mapping
1_2.png

Comes with hipoly, so you can rebake the normal mapping if you think the bumps are too much.
Download

Re: Models by Anon

PostPosted: 01 Sep 2014, 02:11
by Anon
Bulging Doric Column
180 tris, normal mapping, no diff map
1_2.png

A bit simple, I know. I'm just trying to get back into making models.
Download

Re: Models by Anon

PostPosted: 01 Sep 2014, 17:00
by Anon
Clam Shell
94 tris, normal mapping
1_2.png
1_2_front.png

Best viewed from the front.
Download

Re: Models by Anon

PostPosted: 03 Sep 2014, 12:49
by samuncle
I made an airplane built by Airbing with TCP Trans Continental Post delivery :) (it's easy to change the delivery). It will be used as a part of the landscape or flying above cities.


It's very low poly ~1200 tris

I'm not sure if she can fly in real life ^^. It's roughly based on several different planes.