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3 Dimensional Chat / RPG weapons need critz

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ssj3_shadow
22
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Joined: 12th Jan 2003
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Posted: 31st Jul 2003 15:08 Edited at: 31st Jul 2003 15:19
ok these are the weapons that ive been working on for my RPG.
give me some crits. So i can better them
u know what they say the creator can never see faults in their creations.
dont hold back i need to make these the best they can be.

http://maxibill.panthers.net.au/jean/Copy%20of%20index.html

w00t -what does it mean?
ssj3_shadow
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Posted: 31st Jul 2003 15:20
does the link work?

w00t -what does it mean?
Arrow
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Location: United States
Posted: 31st Jul 2003 16:19
Not bad. I would make the hammer and mace a two handed weapon though, we're not doing home improvement here. I'm not sure what the bamboo is though. What kinda of RPG are you going for? Remember that just cuz it's role playing doesn't mean it's fantasy, just look at Earthbound, Star Ocean 2, or Front Mission 3.

Teenage Male Geek + Female Remotly Intersted in Common Geek Activities = Teenage Male Jackass
Preston C
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Location: Penn State University Park
Posted: 31st Jul 2003 18:31
cool weapons! very nice!

[url="http://www.neowolfgames.tk"][/url]
MikeS
Retired Moderator
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Posted: 31st Jul 2003 21:03
Excellent weapons, and I like the way you've organized them. Very professional.



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Problem? You may soon find out. "It could take the world."
Blazer
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Location: United States
Posted: 1st Aug 2003 01:13
awesome, whats the little bamboo stick though?

As I walk through the vally of the shadow of death, I will fear no evil.
- Psalms 23:4
Algae Man
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Location: Canada
Posted: 1st Aug 2003 02:06
Yes they're very good. Although the shield looks strange... I don't think the texture for the shield looks good. It's too black. It should be more metallic looking, like your other weapons. I can't see anything else wrong, though. Good job!
ssj3_shadow
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Posted: 1st Aug 2003 05:37
thanks for the replies
ok lets get some answers for u people

bamboo = blowpipe

more metallic shield nice idea

fantacy RPG is da bomb so thats what im going for

and yeah im still tweaking the hammer but it needs to be one handed though

w00t -what does it mean?
Toilet Freak
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Location: Australia
Posted: 1st Aug 2003 07:08
nice textures and models(whats the poly count)

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Arrow
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Posted: 1st Aug 2003 07:39
A war hammer has to be two handed. A single handed couldn't be heavy enough to do decent damage, nor could it get a forceful enough swing to put a dent in some serious armor.

What kinda game are you planing? I ask cause if you're going for the standerd console style ones (aka Final Fantasy, Dragon Warrior, Phantasy Star, ect...) then you'll need more than one per type of weapon. If you're going for a more tactical game (Warcraft, Front Mission 3, Final Fantasy Tactics, ect...) you could get away with one one type per weapon class.

Teenage Male Geek + Female Remotly Intersted in Common Geek Activities = Teenage Male Jackass
ssj3_shadow
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Posted: 1st Aug 2003 11:55
ToiletFreak- the lowest poly count is the shield at about 50 polys the highest is ... i dont remember but i know its about 170 polys

"What kinda game are you planing?" -Arrow

ever heard of gamesworkshop and a game called Mordheim well thats what im making its a skirmish game (table top) kind of small bands fighting in and arround an abandond city seriously addictive game any hoo thats what im in the process of making. so as u said its a tactical game

w00t -what does it mean?
actarus
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Posted: 1st Aug 2003 18:18 Edited at: 1st Aug 2003 18:21
They look very good.

I only have a little grip though,find any good reason to put some colors on them such as a little red fancy rope or just a black leather belt-holder(wrd?)possibly using white patterns or more colorful ones which will depend on the character(s)' pallette.

I love this site...

http://www.colormatch.dk/

PS:If you want a better/helpful critique,I suggest you identify the polycount and texture size for each model/parts displayed.
Also a wireframe overlay shot(if the software allows it ) would help to judge the mesh and it's aspects next time.

Also I would suggest to show them for critique at the modeling stage as well to get insights on how to prepare them for UVMapping+texturing but also most important,animations(which doesn't apply in this case.)

Complementarily,since this is intended for realtime using a screenshot from within the engine(or just loaded in DB) is much more relevant than a render that is raytraced,filtered,AA...

In fact,a texture does not appear the same at all than in an engine than on render,this is why it is much more recommendable to preview your texture in a realtime viewport at creation stage than making renders of it(if available of course) to preview what it looks like.

Finally,I posted this as an information for everyone and not just aimed towards you.(take a look around you're not alone doing this)

Keep the good models coming.

If I've seen it all before,why's this bus taking me back again? @_@
vivi
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Location: United Kingdom
Posted: 1st Aug 2003 21:50
Add some sort of grip to the club, like a leather strap or something.

ssj3_shadow
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Posted: 2nd Aug 2003 11:53 Edited at: 2nd Aug 2003 11:54
vivi- nice idea ill try that out
actarus - your points are understandable this pic was posted in a hurry so i did not really have time to add others. give me a day or 2 and ill post the new pics and some info about the models (and the new models that ive made after i posted this).
and thanks for the feed back....
hang tight people ill have these new pics up within 48 hours

w00t -what does it mean?
ssj3_shadow
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Posted: 2nd Aug 2003 12:15 Edited at: 2nd Aug 2003 12:20
ok first update poly count.

hammer = 204
sword = 195
shield = 76
dagger = 195
mace = 180
axe = 188
club = 92
spear = 164
blowpipe = 172

new

flail = 226 (animated)
morning star = 1136 (animated) this is too much and will be optimised
throwing star = 16

w00t -what does it mean?
Van B
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Location: Sunnyvale
Posted: 2nd Aug 2003 13:31
Nice work .

I think you should keep that axe as a throwing weapon, then make a big double edged 2 hand axe, it looks fairly authentic to me, but you'd want a bigger blade on a 2 handed axe. The hammer could be a throwing weapon too, and again you could make a larger sledgehammer for 2 hands.

I think you should make it so there's lots of weapons though, they're fairly good polycounts, so maybe you could throw any weapon then pick it up again, or take the weapons from fallen enemies. That would make for nice exciting battles, perhaps you could have household items too - like table legs and bottles that you can smash over the enemies heads. Also, how about making it so you can only carry a weapon on your back and whatever you can hold in your hands?. I know you only asked for C&C on your models, but I can't remember seeing a post about your game.


Van-B

My cats breath smells of cat food.

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