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Work in Progress / Omaen: Praumos Revelation

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Peter H
20
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Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 20th Jul 2004 00:34
it was resting... until pincho brought it back to life


Formerly known as "DarkWing Duck"
ArsA
20
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Joined: 5th Jul 2004
Location: Virginia, USA
Posted: 22nd Jul 2004 09:57
Question?

Have any of you finished a model and "actually" played with it in dark basic?

Whats the safe poly-count for a model?

Right now Im up to 1700, missing the mouth and the hair. is 2500 SAFE for dark basic?

Cheers!

- Just Me!
Manticore Night
21
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Joined: 23rd Oct 2003
Location: Ouinnipeg
Posted: 22nd Jul 2004 10:01
In the concept, his head's too small.

It's amazing how much TV has raised us. (Bart Simpson)
faxmaster
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Joined: 9th Jan 2004
Location: Duluth, MN
Posted: 22nd Jul 2004 15:37 Edited at: 22nd Jul 2004 15:37
Quote: " Question?

Have any of you finished a model and "actually" played with it in dark basic?

Whats the safe poly-count for a model?

Right now Im up to 1700, missing the mouth and the hair. is 2500 SAFE for dark basic?

Cheers!"


It depends- how many polys are you planing to have on the screen at one time? that is- will the game be close up (to the character) or first person? Or will it be from a more "Diablo" perspective (far away)? The further you are from the character, the less polys you should give him. Also, if you plan to have a monster that apears in large numbers, lower the poly count. The less monsters on screen at a time, the higher the poly count. Thats my philosiphy, anyway.

I would just go for 2500 polys, and if that doesn't work: reduce! Just test stuff out.

Yeah.

Anyway, this stuff looks good. Keep working.
Peter H
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Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 22nd Jul 2004 22:06
i would shoot for 1000-1500...but that's just me


Formerly known as "DarkWing Duck"
gothboy 101
20
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Joined: 31st May 2004
Location: Watonga, ok, usa
Posted: 11th Aug 2004 03:47
what did you use for the terrian it looks better than geoscape

Dragonseige
stealth
22
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Joined: 19th Sep 2002
Location: New Zealand
Posted: 11th Aug 2004 11:17
that guys legs in the concept sketch look way bigger than his body , is he sposed to be in proportion or is that the way he's sposed to be? , the art work looks really greta by the way , and ur modellings skills look good also , but like it was sed , whats the point of having polys on a model that u cant see? , u could possible save hundreds of polys by cutting them and replacing with clothes instead of having clothes and the other polys underneath , i thort that would be the way "everybody" thinks , heh , I know "programmers" are always tryna squeeze better framerates outta their games and cutting polys is a big help on the modellers part heh
LordoFire
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Joined: 14th Feb 2004
Location: United States
Posted: 27th Aug 2004 07:58
@jimmy wantabe: He used multiscape for the terrain model and photoshop for the color. He said that earlier in the post, read more carefully...

When it comes to programing, I'm on fire!
ArsA
20
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Joined: 5th Jul 2004
Location: Virginia, USA
Posted: 29th Aug 2004 06:04 Edited at: 29th Aug 2004 06:05
WOW! I'm so sorry I could not answer before, lot of work to do... Like I said before this project I will be creating REALLY slowly, since I don’t have much time, but I will never quit.

So answering some of the questions:
stealth : Thanks for your input, and yes the model is supposed to look that way, long legs, lol!

burnhard : No, the Imp is a lot more smaller than an average human. Something like the size of a baby (toddlers years, 2-3 years old) and some of them are even. 4 feet.

Thanks for the responses, and again sorry for the delay!

Have fun

- Just Me!
Cian Rice
20
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Joined: 8th Jun 2004
Location:
Posted: 29th Aug 2004 07:01
Eyecandy please, well I mean more eyecandy please.

Got anime?I do.

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