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3 Dimensional Chat / 100 Models in 100 Days

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JLMoondog
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Posted: 5th Jun 2009 01:32
She's an Elf Sorcerer, in the D20 Forgotten Realms style.

Azunaki
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Posted: 5th Jun 2009 02:25
oh. ok. yea if i knew what D20 was (please don't tell me its dungeons and dragons....)
JLMoondog
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Posted: 5th Jun 2009 02:29 Edited at: 5th Jun 2009 02:30
Yes it is..and before you make fun of it, D20 is one of the main reasons we have video games, especially RPGS...name one game that doesn't use at least a 5D20 roll?

Also I'm a huge D20 geek.

Azunaki
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Posted: 5th Jun 2009 02:32 Edited at: 5th Jun 2009 02:34
um... well anything i play doesn't. two human is the first one that comes to mind. also diablo (1 and 2)

and dungeons and dragons i won't lie ive played it. i sold it fairly quickly after playing it.... but ive played it. dice rolling and the fact of the chance that you don't do damage after watching your sword or what ever go through the other person or player drove me insane way to quickly.
JLMoondog
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Posted: 5th Jun 2009 02:34
If your saying they don't, then your horribly wrong...but if you meant they do use it, then correct.

Azunaki
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Posted: 5th Jun 2009 02:35 Edited at: 5th Jun 2009 02:36
....they don't... they have their base damage... (there is a way to view the amount of damage done each hit) it changes a little but that's more the chance of a critical. (i may be wrong about diablo don't really know about that one)
JLMoondog
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Posted: 5th Jun 2009 02:44 Edited at: 5th Jun 2009 02:45
In Diablo your hit% is an example. What happens in code is it first randomly generates a number from 0-100. Then if that number is below your hit% number it's a hit, if it's above, then you miss. That is a 5D20 roll. Then each weapon has a range of damage, say it has 1-10 damage. That means the program does another 5D20 roll, then multiplies it by the range(10) and the roll/100. Then it most likely rounds the outcome to the nearest whole number. That's the damage it inflicts on the enemy. This occurs every swing, cast, and enemy swing, cast.

How do you think the levels are created? Random generation! Including loot, enemies, item placements, shrines, chests, even quests! Diablo is a prime example of D20 in games.

The game is based around stats. Each stat effects a certain element of your character, that's D20 logic right there.

As for two human, never played or heard of it, so I couldn't tell yah.

Azunaki
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Posted: 5th Jun 2009 02:50
yea two human has a solid amount of damage and then a armor rating the base damage is subtracted by the armor amount of the enemy and then that's the amount of damage...(WAAYY LESS confusing...) then there's also the critical hit chance(don't know what that's determined by) the base dmage is based around your skill levels and your weapon.
Ortu
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Posted: 5th Jun 2009 03:10
critical hit chance or anything chance based is calculated by generating random numbers, the same as rolling dice to get a number randomly.

5D20 refers to picking a number randomly between 5 and 100

say a character has a 7% chance to score a critical hit, you get a random number from 1 to 100 and if it is >92 it is critical.

Josh is correct, virtually all RPGs and any game which has a random chance for something to happen use at least a variant of this basic mechanic.

@Josh, the texturing on that mace is great, it looks like it's wet though. The material glistens more than metal, particularly scarred and pitted metal should. Can you keep the depth but make it more matte?

Azunaki
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Posted: 5th Jun 2009 03:23
...umm that's something made way before dungeons and dragons... (in any game really) so its not something you can say dungeons and dragons started. (and i think you don't understand what people that don't like dungeons and dragons don't like about it) its the fact that not only is it based on dice rolls the dice rolls determine the damage almost entirely. (there a huge difference between a dice roll and random numbers)

and also ortu your wrong. it would be between 1 and 7 would be a hit(or 93-100) 92 couldn't have been it either way.

(dungeons and dragons isn't like because of the dice rolls in general)
AndrewT
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Posted: 5th Jun 2009 04:05 Edited at: 5th Jun 2009 04:06
Quote: "and also ortu your wrong. it would be between 1 and 7 would be a hit(or 93-100) 92 couldn't have been it either way."


That's why he said >92, as in, greater than 92.

i like orange
Azunaki
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Posted: 5th Jun 2009 04:18
oh.
JLMoondog
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Posted: 5th Jun 2009 06:48 Edited at: 5th Jun 2009 06:48
Alright off topic aside...I'm still working on the goblin model, but I won't be able to finish it tonight. So I made a quick model in place of Day 8(which will really be my day 9 model..and the gob my day 8 model)

Day 8(9) / Model 8: Chest
-Production Time: 2hrs
-1 Mesh
-1 Texture Map
-1 Normal Map

Screenshot:

Download:


http://www.mediafire.com/file/mnzlizntrem/chest_final.rar

Ortu: I added a 'metal' shader to the whole model and kinda raised all the variables to bring out the detail. This can all be adjusted in your own engine. I just provide the color and normals, so what you do with it afterwords it is up to you. Give me a sec, and I'll post a screen of the model without the 'wetness'.

JLMoondog
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Posted: 5th Jun 2009 06:58
Here's a picture of the mace with a matte, Normal shader and a single light light source.



Azunaki
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Posted: 5th Jun 2009 07:24
...i think that's a little to matte....

(the chest is pretty cool too)
JLMoondog
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Posted: 5th Jun 2009 14:52
lol! I'm using a matte shader, so it's as dull as can be. Like I said, I provide the color map and the normal map, so you can add whatever shaders you want to it in game.

I think later down the road I'll start to make some varied textures of all the models. Maybe even improve on their UV data.

Still working on the goblin...getting closer to completion.

Azunaki
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Posted: 5th Jun 2009 17:26
ok.(that would be pretty sweet)
JLMoondog
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Posted: 5th Jun 2009 23:15
Still working on the Goblin model, I decided to go ahead and add bones and a few animations. Unfortunately I work tonight, so I ran out of time to work on it. I did a quick model with three variations, should be useful to some peps.

Day 9 / Model 9: Strategy Tile
-Production Time: 1hr
-3 Meshes
-3 Texture Maps
-3 Normal Maps

Screenshot:

Download:
http://www.mediafire.com/file/gmmoymmkkwd/strategy_tile_final.rar
Notes: Player: I cast magic missile! GM: There's nothing to attack! Player: I attack the darkness!

BMacZero
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Posted: 6th Jun 2009 00:18
Ah, reminds me of Heroscape...



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Azunaki
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Posted: 6th Jun 2009 00:40
josj could you give us an image of the UV map for it(some different variations would be cool to do with it)
Clbembry
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Posted: 6th Jun 2009 03:33
Quote: "Ah, reminds me of Heroscape..."


I used to own that, now come to think of it I still do.

Anyways, I really am looking forward to seeing that goblin model!
Azunaki
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Posted: 6th Jun 2009 04:24
i am as well.
mike5424
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Posted: 6th Jun 2009 10:57 Edited at: 6th Jun 2009 12:51
they are soooo cool!

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nackidno
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Posted: 6th Jun 2009 12:49
Shiny! O_O

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JLMoondog
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Posted: 6th Jun 2009 14:45
Lol! I own Heroscape Marvel Heros version! Me and my wife play all the time...she always beats me...

Here's the unaltered UV data:


Dragon Knight
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Posted: 6th Jun 2009 20:26 Edited at: 6th Jun 2009 20:27
WOW, you've inspired me dude! Although i have never really got into 3d modeling hehe here's my attempt.



I wonder if AC3D supports normal mapping >.>, if it does i'm sooooo going to learn haha,

Great work josh!

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Azunaki
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Posted: 6th Jun 2009 22:06
thanks for the UV map josh

(hows the goblin coming along)
JLMoondog
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Posted: 7th Jun 2009 00:49
Dragon Knight:
I'm glad I inspired someone Most modeling packages support bump mapping, which is a 2d greyscale version of a normal map. Normal map is a step up. As for creating the normal map, that can be done several ways. I'll eventually writeup a tutorial on it, but for now I'd suggest googling it.

Azunaki:
Just got home from work..blah...I'll try to work on it some tonight, but because of time constraints I'll have to create a new model for today's. I have some time off coming up in a day, so I'll definitely will finish it then.

CoffeeGrunt
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Posted: 7th Jun 2009 01:02
Use XNormal, it's free, and has a cool PhotoNormal Tool, useful for quickly making a Normal map from an image...

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The crazy
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Posted: 7th Jun 2009 01:03 Edited at: 7th Jun 2009 01:06
[EDIT] This is a little confusing. When reading this, keep in mind the difference between the terms 'normal' and 'normal map'.

Bump maps take grayscale information and translate it to make 'bumps' on a surface by visually extending parts of the surface parallel to the model's normals and perpendicular to the corresponding face on which the normals originate from.

Normal maps translate color data (red=x green=y blue=z) and modify the angles of normals in the direction dictated by the combination of colors in the map.

At least that's my definition of it
Azunaki
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Posted: 7th Jun 2009 01:12 Edited at: 7th Jun 2009 02:00
yea crazy would be correct on that(same definition i have of it)

http://www.game-artist.net/forums/spotlight-articles/43-tutorial-introduction-normal-mapping.html

there's a tutorial for normal mapping i have book marked.
JLMoondog
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Posted: 7th Jun 2009 01:14
The crazy:
Your correct...I was just trying to compare the two without going into any details.

Azunaki
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Posted: 7th Jun 2009 01:18
lol. yea i find that bump maps work the best for flatter surfaces rather then say a face or tree(not saying they don't work just work better)
JLMoondog
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Posted: 7th Jun 2009 01:53
...it was bound to happen!

Day 10 / Model 10: Wooden Crate
-Production Time: 30mins
-1 Mesh
-1 Texture Map
-1 Normal Map

Screenshot:

Download:
http://www.mediafire.com/file/nwmmqjmde3y/011_crate_final.rar
Notes: The definition of every RPG ever made...

Azunaki
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Posted: 7th Jun 2009 01:56
lol nice.
BiggAdd
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Posted: 7th Jun 2009 03:07
Day 10! Now do 9 times more and your as good as gold!

Keep up the good work Josh

Azunaki
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Posted: 7th Jun 2009 03:40
ok ive put all of em in they all work (don't know what an emmersive map is. and i don't know how to use a spec map with DBP. they are rather small though and some don't rotate correctly (not around the X,Y axis right) if you get the DBP demo i could upload what ive done for you. and you can fix it.
The crazy
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Posted: 7th Jun 2009 05:19
Quote: "ok ive put all of em in they all work (don't know what an emmersive map is. and i don't know how to use a spec map with DBP. they are rather small though and some don't rotate correctly (not around the X,Y axis right) if you get the DBP demo i could upload what ive done for you. and you can fix it. "


It sounds like you're talking about my models XD. I think you posted in the wrong thread haha.
Azunaki
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Posted: 7th Jun 2009 05:35
lol wow i never even realized it...
JLMoondog
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Posted: 8th Jun 2009 05:11
lol! All my models are tested in DBP before I upload them. Anyway, did some coal digging today(no joke), just got home. Gonna try and wip something up real quick for day 11

PW Productions
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Posted: 8th Jun 2009 05:21
Keep up the chain of sweet models! You're doin' great so far! You should release your creations in a Random Model Pack or somethin'. This is quite a feat to accomplish.

JLMoondog
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Posted: 8th Jun 2009 06:24
Thanks for all the feedback everyone! I went to load up Truespace and BAM! error message!! I had to delete it and reinstall..blah.

Day 11 / Model 11: Ole' Book
-Production Time: 1hr
-1 Mesh
-1 Texture Map

Screenshot:

Download:
http://www.mediafire.com/file/myzrqmmyy0x/oldbook_final.rar
Notes: The lost tome of magic shapes!

Azunaki
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Posted: 8th Jun 2009 06:59
...what's up with the pixelated book.....
Roxas
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Posted: 8th Jun 2009 12:19
Pixelated book ftw!

Dared1111
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Posted: 8th Jun 2009 15:48 Edited at: 8th Jun 2009 15:49
Muhahahaha... Just got an awesome Idea... Should some of these models for prototyping one of my 100 game ideas in 100 days.
JLMoondog
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Posted: 8th Jun 2009 16:31
Azunaki:
I didn't say I'd make 100 high res normal mapped models!

Roxas:
Agreed!

Dared1111:
Very cool. These models are for everyone with no copyright restrictions, so enjoy!

Azunaki
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Posted: 8th Jun 2009 16:57
ok then id like to add hat the black star isn't finished....
JLMoondog
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Posted: 8th Jun 2009 17:02
err...it's a type of magic symbol depicting only 4 elements of the pentagram. It's a widely used symbol

Clbembry
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Posted: 8th Jun 2009 21:09 Edited at: 8th Jun 2009 21:09
Quote: "ok then id like to add hat the black star isn't finished...."

Are you out to ruin his 100 models in 100 days life long dream?
Azunaki
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Posted: 9th Jun 2009 00:40
lol no just saying.

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