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3 Dimensional Chat / Latest WIP - One Armed Pirate Wizard

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Preston C
21
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Joined: 16th May 2003
Location: Penn State University Park
Posted: 9th Nov 2003 15:29 Edited at: 9th Nov 2003 15:54
Being textured by Inkybro as we speak, 1746 polygons, C&C welcome



Wireframe:
http://nwg.dbpcommunity.com/forums/Pirate%20Wizard%20Wire.JPG


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ReD_eYe
22
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Joined: 9th Mar 2003
Location: United Kingdom
Posted: 9th Nov 2003 16:08
looking very nice!
i made a model of a skateboard in animator a few days ago, how good am i?


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Arrow
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Posted: 9th Nov 2003 16:37
Doesn't look very animation friendly. You're still using to many polygons on relitively simple models. You should use no more than 10 sided to a cylinder, that arm looks like it has at least 30. The texture will smooth out alot of the sharp edges, so go easy on the polys or else you'll won't be able to load them all into your game.


DDR is the best form of exercise money can buy.
Megaton Cat
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Location: Toronto, Canada
Posted: 9th Nov 2003 17:48
why does he have one arm?

My philosophy:
LESS CHAT MORE SCREENIES.
ReD_eYe
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Posted: 9th Nov 2003 17:51 Edited at: 9th Nov 2003 17:52
NWC hasn't quite got the whole 2 arm thing yet j/k


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Brent_Seraphim
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Posted: 10th Nov 2003 01:17
1746 polygons?


No way...

"Laugh to scorn the power of man..."
John H
Retired Moderator
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Posted: 10th Nov 2003 02:24
Its the cylinders.


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james1980
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Posted: 10th Nov 2003 03:40
you could drop ALOT of polys on that model the cylinders should have about 6 to 8 edges around and from what i see about 3 or 4 edges tall because the model will smooth out in dark basic with the .x format.

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Preston C
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Location: Penn State University Park
Posted: 10th Nov 2003 13:32
Quote: "Doesn't look very animation friendly. You're still using to many polygons on relitively simple models. You should use no more than 10 sided to a cylinder, that arm looks like it has at least 30. The texture will smooth out alot of the sharp edges, so go easy on the polys or else you'll won't be able to load them all into your game.
"


Yes, I know it doesnt look very animation friendly, I have yet to succesfully bone a model yet. I'll try to cut back on sides of a cylinder. If anything is boosting the polygons up, its the hook.

Quote: "why does he have one arm?
"


(Pirates + Swords) + (Enemy Pirates + Swords) = One Pirate With One Less Arm

Quote: "you could drop ALOT of polys on that model the cylinders should have about 6 to 8 edges around and from what i see about 3 or 4 edges tall because the model will smooth out in dark basic with the .x format.
"


Ok, I'll try and decrease how many edges tall it is.

Inkybro's texture is coming out nice so far, hope he gets it finished so I can start working on the new model


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Arrow
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Posted: 10th Nov 2003 16:07
Quote: " If anything is boosting the polygons up, its the hook."
The hook could be done in 80 poly's, with liitle detail lost.


DDR is the best form of exercise money can buy.
james1980
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Posted: 11th Nov 2003 05:00
with that many polys in one place your animation will kink at the bends like the elbow,knee and other places. don't worry about the hook in DB you wont notice unless your very close the .x file
helps hide the rough edges.

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Preston C
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Posted: 11th Nov 2003 23:24 Edited at: 11th Nov 2003 23:42
Well, i've been working on lowering the polygon count. I currently have it at 1244 polygons, and I'm still looking for vertices I can weld together. i've already taken care of the legs, arm, and hat, now hopefully there are more than I can weld to bring down the polycount

[Edit]Inkybro says no more optimizing, he doesnt want to redo what a great job he's done on the texture so far.


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james1980
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Posted: 11th Nov 2003 23:31
1244 sounds better than 1746 you might have to redo some parts.

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Megaton Cat
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Location: Toronto, Canada
Posted: 12th Nov 2003 09:58
Quote: "(Pirates + Swords) + (Enemy Pirates + Swords) = One Pirate With One Less Arm
"


why cant he grow a new one then?

My philosophy:
LESS CHAT MORE SCREENIES.
Andy Igoe
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Location: United Kingdom
Posted: 12th Nov 2003 12:24
1700 polys is fine if the game design allows for 1700 poly models. That being the case, why not smooth things out with a few extra polys?


God created the world in 7 days, but we're still waiting for the patch.
james1980
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Posted: 13th Nov 2003 01:21
Quote: "1700 polys is fine if the game design allows for 1700 poly models. That being the case, why not smooth things out with a few extra polys? "


why waste cpu, gpu, ram power.
the animations, textures & every thung else will love to slow the game down unless you want to have final fantasy 7,8,9 backgrounds(2d).
just rember DB or DBpro is some what limited compared to unreal 2 game engine that can handel 4000 poly chars + very big backgrounds.

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Blazer
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Posted: 13th Nov 2003 01:44 Edited at: 13th Nov 2003 01:45
he dosnt look very wizardish, maby instead of fliping up the edges of his hat, you let them stay out, and sink a little

As I walk through the vally of the shadow of death, I will fear no evil.
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Preston C
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Location: Penn State University Park
Posted: 13th Nov 2003 03:57
Quote: "he dosnt look very wizardish"


Yeah, but you must not forget, he's a pirate, and what do you wanna dress as? A wimpy armed robe wearing wimp (No offense to those that dress like wizards, especially since they can cast magic), or a muscular, fierce pirate?


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james1980
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Posted: 13th Nov 2003 07:15
add fur to the brim of the hat color it purple and it a pimp

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Megaton Cat
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Location: Toronto, Canada
Posted: 13th Nov 2003 07:44
I dunoo...
that hat makes him look too much like a farmer

My philosophy:
LESS CHAT MORE SCREENIES.
NickIgoe
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Location: A bar somewhere
Posted: 13th Nov 2003 23:56
I`m interested to see how this model turns out, in the game and animation. Overall I think its quite good and at 1700 polys youv`e done well. however I feel, and this is only a personal preferance, I would have tried for a little more detail on the characters features, the head including hat and his jacket and spent less polys on the limbs as these are easy to add detail with textures and the eye is not immediatly drawn to them. This is not critisism just my way off working.I look forward to seeing this finished and in place in the game. Best of luck

Nick Igoe
JoelJ
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Posted: 14th Nov 2003 06:43
what does WIP mean? just curious

Two words, moo.
Preston C
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Location: Penn State University Park
Posted: 14th Nov 2003 13:31
Work In Progress


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Megaton Cat
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Posted: 14th Nov 2003 17:30
no it means...ummmm......"Wrestle In Peace"
or maybe "work in peace"

My philosophy:
LESS CHAT MORE SCREENIES.
JoelJ
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Posted: 14th Nov 2003 18:39
k thanx. i been trying to figure that out!

Two words, moo.

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