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3 Dimensional Chat / My First 3D Model, a basic Dagger.

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Not_Maindric
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Joined: 10th Jul 2007
Location: Omaha, NE
Posted: 12th Jul 2007 05:34


What do you think? 263 Poly's, could not figure out how to put textures on it, but this is what I got. Any suggestions?
Crazy Ninja
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Location: Awesometon
Posted: 12th Jul 2007 09:49
I think you could cut down a lot of polygons on the handle. Not too bad though for a first model.

Not_Maindric
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Location: Omaha, NE
Posted: 12th Jul 2007 20:11
I got it down to 216 Poly's, looking to see what else I can do to it.
Aralox
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Location: Melbourne
Posted: 13th Jul 2007 08:11
what program are you using?


Lessen The List! (see the forum on my site)
Roborb = [00------------] - first models
Not_Maindric
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Posted: 13th Jul 2007 15:08
Wings3D
Crazy Ninja
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Posted: 13th Jul 2007 18:18
Ok i gave you a tad bit of advice but now I'm going to give you some more of my non-professional advice:

The handle needs to go. I'm guessing you used the smooth tool a lot, which is almost never a good idea. I'm also kind of confused about that blade of yours, is there a hole in the middle of it? My advice to you would be to follow this simple sword making tutorial: http://forum.thegamecreators.com/?m=forum_view&t=92402&b=3 . Then go back and improve your original dagger. I hope this helps at least a little bit, and I wish you well on your 3D modeling journeys.

Not_Maindric
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Location: Omaha, NE
Posted: 13th Jul 2007 22:40
Yeah, it is. I made it to make it look unnique. I will take a look at your tutorial, after I finish my current project(Random crap.) and see if my plan on making what I hope to make works.
indi
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 14th Jul 2007 08:35 Edited at: 14th Jul 2007 08:36
Think about how close the 3d object is going to be to the camera.
This will also dictate how much polys you might want to deploy.
In essence however the lower the better for performance.

Here is a sample of a very low res dagger to get an idea of what im referring to.
The model data will be available in the next post.


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indi
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Posted: 14th Jul 2007 08:35
model data here
hxn
3ds
obj

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Insanity Complex
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Posted: 15th Jul 2007 06:42 Edited at: 15th Jul 2007 06:43
Since that's Wings3D I'm surprised you managed to get it to look like that. The hole and some of the poly lines look a bit off. If you were to want to go off of that model to start with, I'd clean up the blade, completely remove the handle, and the faces on the bottom of the handle corresponding to the handle(leaving the quad face of the bottom of the blade-guard), and just inset the face, extrude, then extrude again, scaling it out to make the bottom thick peice. And if it's too boxy for you, stray away from the mesh smooth, and go for a clean bevel on the four edges of the main section of the handle. Swords are all I do to any measure of quality, so if you want any specific help, especially inside of Wings3D, I'd be glad to try and help, although I don't deny that my modeling skills are still mostly novice. It's a lot better sword than my first set though

[EDIT] I saw that my old sword tutorial was referenced here, and the images are all gone >_> I'll try and see if I can dig those up and fix them.


Not_Maindric
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Location: Omaha, NE
Posted: 15th Jul 2007 07:03
I will consider redoing it. I was just doing it out of boredom, and see what I can kind of do.. So it was not the serious of an attempt.
Crazy Ninja
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Posted: 15th Jul 2007 16:35
@Insanity Complex: the images appear for me.

Insanity Complex
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Posted: 15th Jul 2007 19:59
Hmm..I checked and yes they're still where they should be...but they just don't appear for me. It might actually be McAffee on my computer because it doesn't trust anything from byethost.


Not_Maindric
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Posted: 17th Jul 2007 02:55
I re-did the dagger, and this time, imported the blade into canvas, and made the handle there. This is my result.

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Crazy Ninja
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Posted: 17th Jul 2007 07:49
cool. Could you show us a wireframe too?

Not_Maindric
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Posted: 17th Jul 2007 08:00
Here ya' go.

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indi
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Posted: 17th Jul 2007 09:53
a much better result with the polygons counted and factored in.

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