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3 Dimensional Chat / DT world object models

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indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 10th Dec 2003 10:57 Edited at: 10th Dec 2003 11:07
I had to post them at milkshape forums until my site is up and running again. follow this link and you can see a good amount of screenshots

[href]
http://www.swissquake.ch/chumbalum-soft/forum/showthread.php3?s=&postid=85642#post85642[/href]
Van B
Moderator
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 10th Dec 2003 12:53
Very nice work Indi, you can sure knock those models out! - How many is that you've made for DT now?

A couple of points:
The logs really need new ring textures, they look like chocolate logs, you should try it with a trunk rings photo on the texture instead.

The head on a spike is a bit off IMO, the skull too - does'nt have enough shape to it, I'm used to seeing skulls with more defined cheek bones, I reckon the spikes should be thinner too, like maybe made from iron instead, thin pointy and iron. The more you remind people of the dreaded school gates with the horrific spikes you used to get the better . I reckon tombs are great in graveyards because they can be used to hide secrets and they're very claustrophobic - any plans to include some nice cobwebby tombs? (maybe you have a suitable character that could take up home in old tombs). I like the graveyard stuff, but graveyards tend to be dull unless there's a few landmarks to explore, like a tomb as I said, a church, maybe even a few statues too, spooky ones .


Van-B


I laugh in the face of fate!
arras
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 10th Dec 2003 14:01
I see you like to keep things low poly
nice work, I like especialy food stuf (that fish is perfect )

What I dont like are textures on your towers, they look worse than those at rest of your objects.

keep up good work...
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 10th Dec 2003 14:38
It's probably not a good idea to get bogged down with individual textures right now though. I change my style all the time, so I like to knock up basic textures (well, mostly finished if you know what I mean) then once the coding is done, you can go back over each texture and get them all, means they're more likely to match better, and you'll tend to re-use stuff like wood which helps keep it matching too.

Just the way I work, it can be tough when your doing everything yourself - sometimes it's easy to spend too much time on one thing, and rush other things - that's why I reckon it's a good idea to revise the textures when your closer to completion. There's some horrific textures in my compo entry, I reckon looking forward to fixing them is keeping my work rate high, trying to get things finished so I can move onto the next feature. Seems to be working .


Van-B


I laugh in the face of fate!
John H
Retired Moderator
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 10th Dec 2003 23:04
As always Indi - Superb! Cant wait for a Demo

RPGamer


Dont forget to Join the Forums!
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 11th Dec 2003 09:59
thanks guys I need to create some better chocolate rolls and review some bits near the end , oh my head today from too much alcohol and xmas parties.
M00NSHiNE
21
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Joined: 4th Aug 2003
Location: England, UK
Posted: 11th Dec 2003 10:48
Some nice models there indi, i think you need to colour the tree rings a light beige/yellow and just put loads of rings in a darker brown, with space between them so they dont blend together.

ZEDWARE website coming soon... //END TRANSMISSION//

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