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3 Dimensional Chat / Current mini project

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Jonny Ree
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Joined: 5th Dec 2004
Location: Where your breath frezes in the summer
Posted: 29th Sep 2005 04:01 Edited at: 29th Sep 2005 22:08
Lately I have been really busy with all sorts of assignments so I havent really been able to do much for myself. So I've started playing Neverwinter nights in the weekends on a quite enjoyable server. But even with all the things I have to do, I put more on my schedule. Anyway, what I'm planing to do over a few months of time, (not rushing anything here) is to model a character for myself, suits for his clan, and a tileset for his village. (I love custom servers that allow such things ) The neverwinter nights engine however is a bit tricky to make for, the reason being:

1) a complete human character model.. is about 750 triangles. which aint that bad, but lots of these doesnt even show up because of how the characters must be built.

2) The characters are created using eighteen pices, making up different pices of the body. This is so you can easly create armors by combining meshes already in the game. Making new ones however, is a bit of a pain.

3) All the textures on the characters are in greyscale, why? because the game will put colors on it later. you just tell them what type of material the different sections are.

Anyway, even though this is not for a DB project, a few people has asked me to post some new work. So here is a few wips on this project:

The clan suit:
http://seikensteel.com/DBproTest.jpg

My character face, work in progress, hair is not done.
http://www.seikensteel.com/rpgHead.jpg

Any comments are welcome ofcourse, the only fixes planed so far is to make the suit texture cleaner and sharper. Also the addition of shadows.

finally, to the ones of you who has been asking for this, enjoy.

PS: I appologize for my website being down, the images are hosted elsewhere though. Hopefully my server will be back up very soon and it will feature a new layout by Megaton Cat.


Baggers
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Joined: 31st May 2004
Location: Yonder over dem dere hills
Posted: 29th Sep 2005 10:22
Yay! it's the Jonny !
Well I am well settled down in uganda now...I need to get me a decent graphics card shipped out here but then I'll be coding like hell again, the evenings are often free here as are some times of day.
So I must say *cough*Jazz models*cough* ... hehe just joking with you man there isnt too much rush, just nice to see your back in business and putting out some high quality stuff as usual.
I'm assuming you have your new graphics tablet now with all this flurry of activity.
I'll pop on msn some time and see if you are around, unfortunatly the connection speed here is currently dire due to some trees blocking most of our satelite link !....we are talking to the guy who owns the land soon to fix this so I'll be getting back in touch soon.

Once again, great to see you alive here, best of luck

indi
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 29th Sep 2005 14:48
Quote: "3) All the textures on the characters are in greyscale, why? because the game will put colors on it later. you just tell them what type of material the different sections are.
"


this is a relatively new technique started a few years adopted by artist as well with programs like photoshop.
it reduces the amount of time to create more then one colour of monster,
dragons for instance make a perfect example of this.
eg: one greyscale texture psd file can be adjusted to suit many coloured dragons.
its easier to develop a character as well as you dont have to think about colour harmony just yet.

If no-one gives your an answer to a question you have asked, consider:- Is your question clear.- Did you ask nicely.- Are you showing any effort to solve the problem yourself 
Van B
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Location: Sunnyvale
Posted: 29th Sep 2005 15:09
Looking very cool Johnny, not really anything I can say about it - your at a pro-level with your modelling, there's nothing to fault on it. How many polys is the character? - looks like a lot until you notice the wireframe view, and see how low poly it actually is.

The greyscale makes a lot of sense - but it's worth stating that it'd be used in conjunction with a colour mask, like blocks of solid colour masking off the skin areas, and seperating the materials. I suppose even tileable fabric textures could be mixed to make the final texture instead of just adjusting the colours. So instead of loading a specific skin, you'd load the greyscale skin and mask and set the base colours yourself.


Van-B

Put those fiery biscuits away!
Jonny Ree
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Location: Where your breath frezes in the summer
Posted: 29th Sep 2005 15:09 Edited at: 29th Sep 2005 15:17
Quote: "its easier to develop a character as well as you dont have to think about colour harmony just yet."


Thats all good, however the colors end up looking quite dead compared to what I could have done if I had the ability to add my own colors. There may be newer methods of doing it now perhaps that ends up with a better result. I have no problem seeing why they do it, just that it gives the texturer less control over the final result in this case.
And it does take shorter time doing it in grayscale no doubt :p

Baggers: Great talking to you again


Jonny Ree
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Posted: 29th Sep 2005 15:16 Edited at: 29th Sep 2005 17:31
VanB: didnt see you there

The character is 630 triangles.
Thanks for your comments, they come in handy when its time to continue for me. As for the grayscale, I would be interested to seing how far this technique has come today.. may give a lot better result than previous. Its great when the characters need to be easy customable.

Thanks again


Megaton Cat
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Location: Toronto, Canada
Posted: 29th Sep 2005 17:07
Looking fantasic as everytime.


The future is here, and I can't afford it.
Jonny Ree
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Posted: 29th Sep 2005 23:44
Thanks Megaton Cat


Frozen Flame
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Posted: 1st Oct 2005 05:39
looks Great jonny!


Jonny Ree
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Location: Where your breath frezes in the summer
Posted: 2nd Oct 2005 14:59
Thanks Frozen Flame.
I'm posting the final head by the way. This is how it will look like in game viewed through the aurora toolset


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BenDstraw
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Location: Arizona
Posted: 2nd Oct 2005 19:57
much better than I could ever do in a life time. Good Job keep it up.

"Save the whales harpon a fat chick"
Seppuku Arts
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Location: Cambridgeshire, England
Posted: 3rd Oct 2005 01:16
Its sweet, but BenD, don't put yourself down all it takes is practice, and Jonny has practiced more

The name is back dudes!
http://seppukuarts.afraid.org
Megaton Cat
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Posted: 3rd Oct 2005 02:26
Jonny sketches while showering! You can't beat that level of dedication mate!


The future is here, and I can't afford it.
BenDstraw
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Posted: 3rd Oct 2005 02:44
well thanks seppuku.

and megaton cat I woulndt sketch in the shower it would get my sketch book wet.

"Save the whales harpon a fat chick"
Seppuku Arts
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Posted: 3rd Oct 2005 18:57
then use oil pastels and canvas, duh!

The name is back dudes!
http://seppukuarts.afraid.org
Megaton Cat
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Posted: 3rd Oct 2005 23:01
Draw on yourself then?


The future is here, and I can't afford it.
BF game programmer
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Posted: 4th Oct 2005 06:01
get a water proof sketch pad and pincel

james bond rules and star wars
Seppuku Arts
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 4th Oct 2005 18:26
Quote: " Draw on yourself then?"


Bad joke....

So it'll be Bodypaint 3D?

The name is back dudes!
http://seppukuarts.afraid.org

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