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3 Dimensional Chat / My swords

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John H
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Posted: 19th Jan 2003 21:42
Hey guys I just got into the modelling business and after playing around with milkshape I came up with these models (swords.....)

389 Polys.......
[img]

589 Polys (being trimmed)

http://www.realgametools.net/forums/attachments/bluehandle_all.jpg[/img][img]

588 Polys
http://www.realgametools.net/forums/attachments/nicesword.jpg[/img]


So what do you guys think? I just started learning how to model so dont be too harsh

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John H
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Posted: 19th Jan 2003 21:43
OK lets try that again....
589 Polys (being trimmed)



588 Polys


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Furiousuk
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Posted: 19th Jan 2003 21:50
Hey thats pretty good eh?

I've just started using Milkshape too, and i've made a couple of shield objects for a game i'm making. Moving on to swords and daggers and axes and crossbows and stuff next week. I'd be well happy if my swords turned out like your pics!

Hows Eternal Destiny coming along?
John H
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Posted: 19th Jan 2003 21:52
Hey- Thanks for the response so quick! ED is coming along fine. We actually have a decent sized team working on it so a demo should be available soon.

Glad you interested, best of luck to you and you modelling

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Arrow
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Posted: 19th Jan 2003 22:02
Can't wait, you doing other kinds of weapons?

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Brent_Seraphim
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Posted: 20th Jan 2003 00:02
Just niffty. However IMHO the big one looks useless.
Can't wait for a demo.

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Disco Stu
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Posted: 20th Jan 2003 01:39
Hey,
I really like the first in the second post, though perhaps you should go just a little easier on the polycount and let the textures do some of the work (you could also normalize it in DB to make it a little smoother). But very very good for someone who's beginning modelling. I remember my first models were complete crap and they had polycounts that could only be handled in something like the new DOOM engine.
Good stuff,
Sina.

"Maybe if you ain't so good, I ain't so bad."--Tony Manero to Stephanie (Karen Lynn Gorney)
John H
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Posted: 20th Jan 2003 02:06
The second one and the last ones are the same thing The main character will use swords like Cloud and FF7 (not trying to nab it, just that style thats all, Hey! Equilibrium has that style too!)

Glad you like it

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Necrum
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Posted: 20th Jan 2003 06:06
Whats easier, milkshape or 3ds max?

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Disco Stu
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Posted: 20th Jan 2003 11:03
Hehe, yeah I like the larger-then-the-character-by-5-feet swords too. It's just the hilt that needs a little work on the large sword. Make the hilt beefier and the blade will OWN. Heck, if a style works well in other games then why not use it? At least that's what I say to myself when I make a model that looks familiar.

Having tried both modelling packages I'd say that milkshape is far easier to get to grips with and use. You won't really need more features for low-poly models than milkshape provides so it's probably a better choice. 3ds max has it all though, just being able to memorize all those key shortcuts and coming to grips with the interface is really slow (for me).
Sina.

"Maybe if you ain't so good, I ain't so bad."--Tony Manero to Stephanie (Karen Lynn Gorney)
Dr DooMer
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Posted: 20th Jan 2003 18:16
I don't know whether it's just my anti-FF acting up again, but I'm not keen on the big sword. Don't get me wrong, though - the hilt looks great! I just think it would look even better with a more 'delicate' blade.

I really like the first sword, but there's something not quite right about the third sword. I drew something a bit like that for one of my anime characters (non-game related, that is), except the widest part was about 3/4 of the way up the sword, had corners instead of curves and had a gem embedded in the thickest part. Just an idea, if you want to use it.

I personally use Max rather than Milkshape, but only for texturing and stuff. If you can get your hands on it, Rhino3D is excellent for modelling things - it's very easy to use but still very powerful.

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John H
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Posted: 21st Jan 2003 03:27
OK- I find milkshape very easy, plus, its affordable, unlike max

I dont see whats wrong with the hilt on the big one- I cant edit it much due to poly restrictions.

Thanks for the comments

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Brent_Seraphim
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Posted: 21st Jan 2003 03:38
Well The swords do look good. And I feel I need to clarify my earlier post.

First Sword = Looks like a tired and true medieval blade. Has a good feel about it.

Second Sword = Looks more fantasy-ish. A longer handle adds to the flavor and the curved edge makes for a nice touch. However its sorta thin in the middle...real thin...Might wanna do something about that.

Third Sword = ERrrr.....Well lets see...Gigantic blade...means its useless for thrusting, too big for slashing meaning it would relie on shear mass to break stuff( ala Broad Sword, Claymore, Giant Sword...etc) but its a one hander which means it real life...its useless. To be balanced it would need a heavy hilt/Pommel to even out the weight so its not impossible top heavy, but then its no good to swing a 30 pound sword with one hand. Its still very usable however. Make the blade, as DooMer said, more delicate and give it a long hilt and you've got a certified Cloud Blade!


Rock on.

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pathfinder
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Posted: 21st Jan 2003 14:46
heres a really nice site, I use it as reference now and then.

http://www.swordsandarmor.com/Html_web_store/html_web_store.cgi

pathfinder
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Posted: 21st Jan 2003 14:50
Shadow Robert
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Posted: 21st Jan 2003 19:03
i checkout swords and armour alot, they have some good deals ... should see my mantle at home, got like 10 over the fireplace. Would be a better effect if i was allowed a real fireplace in the house thou lol

if you ever want a cool sword, there is a blacksmiths in Sidmouth - i'll try to find the addy and name out a little later ... but its like the best blacksmiths in the world which stll creates swords using the old fashion techniques rather than machine press.

each blade is unique, and you can have them custom made
i have one i want done - but i got told it'd take about 9 days to make and cost a steep $7,800 ... so hehee probably wait until i have that done. I mean thats oki for something but i don't see much call for using a sword in LA, well rather i should say, legally use one

i keep meaning to make it in CGR, cause i promised my girl i would soon - so post up once i'm done.

Sword look interesting though ... i'm not a fan of the hugely wide sword - would be better as a thinner angled blade.

And there is something a little wrong with the shading of the second sword

really like the first sword

Anata aru kowagaru no watashi!
John H
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Posted: 21st Jan 2003 22:31
Thanks for the comments guys

Brent:
Thanks for the compliments The first two (the real looking ones) were modelled from real swords using their reference pics. Glad you like them Ill try and fix that "skinny part"

pathfinder- Thanks! Those links are good!

Vegeta:

really like the first sword

I am honored to have recieved such a praise from the all great raven vegeta Many thanks

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John H
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Posted: 21st Jan 2003 22:31
BTW- The huge one is being textured

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John H
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Posted: 21st Jan 2003 23:16
UPDATE!!

Big sword textured!!
Pic 1


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John H
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Posted: 21st Jan 2003 23:18
And a closeup!



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John H
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Posted: 21st Jan 2003 23:18
Textures were done by our 2D artist, Azure!! Thanks man great job!!

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Epidemicz
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Posted: 21st Jan 2003 23:34
RPGamer:
Those are great man, I like. Did you use any specific sword modeling tutorials for milkshape(or know of any)?

I really need to learn how to use milkshape, I had it once before but I didn't take the time to actually learn it, heh.

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Disco Stu
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Posted: 22nd Jan 2003 01:58
Hey,
It looks much cooler textured but I noticed part of the hilt intersecting the blade, maybe just a bade angle for the shot but I really like this now. Very cool.

In Warcraft 3 they just used a plain and textured the blade on it then masked out the un-needed areas to keep resource reqiurements low.
Cheers,
Sina.

"Maybe if you ain't so good, I ain't so bad."--Tony Manero to Stephanie (Karen Lynn Gorney)
John H
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Posted: 22nd Jan 2003 02:15
Epidemicz:

Thanks done tutorial free Just vertex editing

Disco Stu:

Thanks

Im posting up a shot with a skinnier blade soon guys

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John H
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Posted: 22nd Jan 2003 02:23
Heres that skinny pic



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Dr DooMer
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Posted: 22nd Jan 2003 02:52
Oh, yes - much better now!

Just one little thing, do you think you could make the blade a little less dark? I'm not sure, but I think it would look nicer if it was a brighter shade of grey. Perhaps it's just the dark edges I don't like...

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Disco Stu
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Posted: 22nd Jan 2003 04:40
Oh my yes I like that, very slick.
Looks like it has good balance too, now that's sometihng you should be proud of.
I agree with Dr DooMer, but I think from here on in, your skills are only gonna get much much better really fast when it comes to modelling.

Excellent stuff,
Sina.

"Maybe if you ain't so good, I ain't so bad."--Tony Manero to Stephanie (Karen Lynn Gorney)
pathfinder
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Posted: 22nd Jan 2003 15:22
yum yum, looks like you have a great texturer too

Azure
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Posted: 22nd Jan 2003 16:26
Aww thanks

Shadow Robert
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Posted: 22nd Jan 2003 18:59
looks fantastic with a skinnier blade and texture ...
widen the base of it slightly - and i'd had the actual blade retextured ... a much cleaner look would suit it, especially if you made the top and bottom different normal groups

gotta say the texture itself on the whole is pretty adverage, except for the handle (the bandaged grip) - that is outstanding

Anata aru kowagaru no watashi!
Azure
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Posted: 22nd Jan 2003 23:16
Its not bad for a first timer texturere though hey? i had no clue what was going on how much its strteched etc.

Shadow Robert
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Posted: 23rd Jan 2003 21:03
no not bad at all ... the stretching is probably more due to the UV Map than the texture itself.

if you make the blade real size then the pixels will seem a little on the stretched size - but if you make the blade 2x wide then it contracts the pixels in half and blends better (on the uv map that is not the sword itself)

its always a balance between size, position and shape keeping UV Mapping - and oftenly people get it wrong, or cheat and use UV Unwrappers just let the programs do it all for them.

it was better when they used bytes rather than floats to represent the pixel definition on a model, because even stretched models kinda looked nice with bland area jobs hehee

Anata aru kowagaru no watashi!
Azure
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Posted: 24th Jan 2003 07:04
Intresting ill remeber that thanks p.s i had to read that reply 30 times to get throught it.. your dancing thing? kept distracting me

pathfinder
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Posted: 24th Jan 2003 14:11
If thats your first go at texturing then my eyes are getting greener by the second. Nice going

Kangaroo2
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Posted: 24th Jan 2003 17:43
lol yeah, bringback the two smileys lighting each other Vegeta, that one was sweet

Hamish McHaggis
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Posted: 26th Jan 2003 22:31
If you press the stop button (on internet explorer) then the animation stops, problem solved!!!

Yum! Yum! Yum! Yum!

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