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3 Dimensional Chat / Model of a sword

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18
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Posted: 11th Apr 2007 22:07


tada

not textured yet, i plan also to make a normalmap.

Shadow heart
17
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Posted: 11th Apr 2007 22:39
it looks nice. All is I suggest is adding alittle bit more modeling to it. Then once it's textured it should look real good

to the ones thats trapped inside of you, this is it!!
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18
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Posted: 11th Apr 2007 23:53
what areas need the bit more modeling?

Satchmo
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Posted: 12th Apr 2007 00:05
It looks really thick, I dunno it might be the pic.

Shadow heart
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Posted: 12th Apr 2007 02:03
if it's a quick sword (like one somebody could just pull out in a pair it looks great)
but what I ment is you could add like some more features to it. Just a little, thats' all. It looks great so far though



to the ones thats trapped inside of you, this is it!!
jasonhtml
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Posted: 12th Apr 2007 05:11
not bad. it looks N64 Zelda-ish

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Posted: 12th Apr 2007 07:38


changed the blade a bit and lengthened the hilt.

Quote: "Just a little, thats' all."

ok... like what? minute detail will be added through the use of a normal map...

Quote: "it looks N64 Zelda-ish"

woot.

Inverted
18
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Posted: 12th Apr 2007 08:40
Looks nice, I think you could add a tiny bit of a curve to the blade and lengthen the blade a bit more. Round off the tips of the hit that are jetting out to the handle. Other than those things it looks pretty decent.

It looks like the kind of sword a footman would have out on the battlefield, something easily made and not fancy.

All in all it looks really nice.
good work,

-Tom


Lawl
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Posted: 12th Apr 2007 09:08
I like it but the spikes pointing towards the hand are ouch.

Shadow Coderer
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Posted: 12th Apr 2007 12:57
Polycount?

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
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18
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Posted: 12th Apr 2007 17:59 Edited at: 12th Apr 2007 18:41
450 polies before fixing the ouchie hilt i might have about four more after doing that.


texture done



importing model into anim8or to apply the normal map


forgot that it uses bumpmaps not normalmaps


importing into dbp project

Jon Fletcher
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Posted: 12th Apr 2007 18:47 Edited at: 12th Apr 2007 18:48
looking nice, i like the inscriptions, and the diagonal pattern on the handle. it has a Zelda look to it

keep at it

17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
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18
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Posted: 12th Apr 2007 19:05 Edited at: 12th Apr 2007 19:12
cant get the thing to look right with either the default DBP bump mapping command, it's shader, or Green Gandalf's shader, which happens to be the darkest and flattest...

here it is with the default dbp bump mapping command which has the best look thus far, even though the hilt looks like a doughnut.

it is completely disregarding the materials i have set, and basically drawing the texture on there without any shading, and making it brighter with slightly more contrast.

without the shader it looks really dull; i don't think milkshape exported my materials properly.

Shadow heart
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Posted: 13th Apr 2007 01:40 Edited at: 13th Apr 2007 01:40
It looks really nice now. REally good!!!!

to the ones thats trapped inside of you, this is it!!
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18
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Posted: 13th Apr 2007 02:44 Edited at: 13th Apr 2007 02:46
bull. it sucks... i never intended this to look like some plastic fisher price POS but the thing doesn't shade it correctly. rather, it doesn't shade it at all.

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Posted: 13th Apr 2007 17:54 Edited at: 20th May 2007 02:15
was bored so i figured i'd post a full view of the textured model



jasonhtml
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Posted: 13th Apr 2007 23:32
cool. that looks a lot nicer

Shadow heart
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Posted: 14th Apr 2007 06:17
Quote: "bull. it sucks... i never intended this to look like some plastic fisher price POS but the thing doesn't shade it correctly."


I ment it looked really nice sine I've last seen itbut your second redo model does looks better as you said less "plastic"

to the ones thats trapped inside of you, this is it!!
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Posted: 14th Apr 2007 06:41
the sad part is that it's not a redo model, that's the way it always was before DBP decided to show to me its full incompetence. it will be difficult to make the model render in DBP as it does in milkshape, and even harder, to apply the normal map without having it turn into utter crap.

TEH_CODERER
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Posted: 14th Apr 2007 12:02 Edited at: 14th Apr 2007 12:02
How's this?
[Picture only visible when logged in]


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hessiess
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Posted: 14th Apr 2007 13:08
that looks alot better. normal + cube is the best.
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Posted: 14th Apr 2007 19:55 Edited at: 14th Apr 2007 20:15
those aren't shots from DBP are they?

either way, if you exported the model into another format i still don't think milkshape is exporting my materials correctly. i also find that i have a need to invert the normal map...

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Seppuku Arts
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Posted: 14th Apr 2007 20:04
They are from DBP, those clearly are Evolved's shader examples with your sword thrown into them.
Good work buddy, looks cool, nice use of normal mapping.

Did The Buddha have a Zen micro?
TEH_CODERER
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Posted: 14th Apr 2007 20:25
Well one of them is Evolved's Normal Mapping one is his Cube Mapping and one is where I combined the two shaders. The only reason I can make my own shaders is from learning from Evolved's when the the Ultimate Shader Pack was released. So yes, they are from DBP. I opened the sword in LithUnWrap and exported to .x and it looked awesome! Lol! Nice sword!

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Posted: 14th Apr 2007 23:39
where can i get evolved's shader pack? i went looking around and couldn't find it, unless i am supposed to search through the ultimate shader thread and pick out his posts.

Seppuku Arts
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Posted: 14th Apr 2007 23:52
"Ultimate Shader Pack":
http://forum.thegamecreators.com/?m=forum_view&t=79849&b=8
I think Evolved's website is no longer available, shame he has more shaders on his site.

Did The Buddha have a Zen micro?
TEH_CODERER
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Posted: 15th Apr 2007 01:42
Well I have all evolved's shaders on my PC I think so if anyone wants them I'm sure he wouldn't mind me uploading them.

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Posted: 15th Apr 2007 22:15
can i have them?

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Posted: 17th Apr 2007 08:12
looks like i'll be stuck in the middle of nowhere for a looong time.

TEH_CODERER
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Posted: 17th Apr 2007 20:32
http://forum.thegamecreators.com/?m=forum_view&t=79849&b=8&p=4#m1170767
They're all here now! Evolved just posted them all again.

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Posted: 5th May 2007 01:22
using Evolved's normal mapping shader



I can't decide now if I want the hilt to be more pale like it was before...

John H
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Posted: 5th May 2007 09:39
Spikes going towards the handle of the sword would be killer on the side of your hand Other than that, all looks well!


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Blobby 101
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Posted: 5th May 2007 13:36
i love the golden look in that last shot!


thanks to deathead for the sig!
Projects: alien abductor-5%
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Posted: 6th May 2007 07:22 Edited at: 6th May 2007 07:22
I decided the blatant gold wasn't in the best interest of the game I was planning this for. So I desaturated the texture a bit to make it look more like what it was originally; sort of an off-gold/worn brass type of color.



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Shadow heart
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Posted: 6th May 2007 09:33
it looks cool. Actually it's come a far way.

to the ones thats trapped inside of you, this is it!!
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Posted: 7th May 2007 21:44 Edited at: 7th May 2007 21:45
a sheath



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zenassem
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Posted: 7th May 2007 22:04
I liked the desaturated pic the best. And the faded blue.

Dared1111
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Posted: 8th May 2007 00:00
That is very ace

the best sword

better than Oblivion even

[link]"http://www.greatgamesexperiment.com/user/Dared1111/" my account on GGE[\link]
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Posted: 8th May 2007 00:28 Edited at: 8th May 2007 00:47
I've ran into a bit of indecisiveness about the handle saturation... Should I put it back to a more faded color, or keep it dark? I'd kind of like to see how it would look more black but just can't seem to get the color right.

anyone like the dirty blade?


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TEH_CODERER
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Posted: 8th May 2007 16:02
That looks brilliant! Unless you think of something quite spectacular to add then leave it as it is!

zenassem
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Posted: 8th May 2007 19:52
Wow! That looks really good!

Vampiric
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Posted: 9th May 2007 21:49
That's a very nice sword, would work great when duel wielded.

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