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3 Dimensional Chat / Is this a nice sword style?

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Silvester
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Posted: 7th Aug 2006 16:25
Is it?(Pic attached)

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The crazy
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Posted: 7th Aug 2006 18:26
It's a nice raddish

But in all seriousness, 'tis alright. I'd say add some blinn to the blade to make it shiny. Good job so far.

Silvester
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Posted: 7th Aug 2006 19:08 Edited at: 7th Aug 2006 19:09
im new to UV mapping...but ill try to make the map,then ill render it again with some render tricks...

BTW,ill be animating them for FPRPG'S...

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Silvester
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Posted: 7th Aug 2006 19:17
No render tricks...

Just the model with my map:

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Oddmind
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Posted: 7th Aug 2006 19:41
Quote: "No render tricks..."
your kidding

Looks alright, how many polygons? and can we get a wire?

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Silvester
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Posted: 7th Aug 2006 20:30
No render tricks,

Poly: 2376

i used mesh smooth on it in 3DS max,else it would be VERY squary...

i dont know if its low or high poly...

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Gamers corner
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Posted: 7th Aug 2006 21:29
I think it should not be so curvy, or have another curve. Im not sure but 1 big curve dosnt look very nice.

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Silvester
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Posted: 7th Aug 2006 21:52
Ill keep that in mind.

Anyway,

i think it looks kinda cool.but i realy need to learn how to texture good...

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RUCCUS
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Posted: 7th Aug 2006 22:16
Thats extremely high poly for a simple shaped model like that (no offense). You could achieve almost the same effect, if not better (since it wouldnt look rubbery) using a 500-1000 poly model instead + a good texture. Still, better than some people can do around here, and a semi-unique design. Goodjob.


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Oddmind
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Posted: 7th Aug 2006 22:35
that is WAY too many poly's.

You can achieve the curve with alpha mapping if your too worried about that. It doesnt have enough detail to even suggest 400 + polys, let alone over 2500.

It needs major optimization, I would suggest re making it.

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Heckno
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Posted: 7th Aug 2006 23:02
I don't know why you would want to use mesh smooth, especially the blade section...
Manic
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Posted: 8th Aug 2006 02:00
i think the number you're giving us here is half the actual triangle count.


this could be done with under 400 polys, easy.

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The crazy
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Posted: 8th Aug 2006 07:47
Quote: " think the number you're giving us here is half the actual triangle count."


Perhaps, but I've found out recently that its the triangle count that matters. Not vertex count.

Manic
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Posted: 8th Aug 2006 11:24
Quote: "Perhaps, but I've found out recently that its the triangle count that matters. Not vertex count."


um, i know (unless you're using vertex shaders of course).

what i meant was the number that accel leon has given here looks more like the poly count given in max, ie. the number of edged faces, not the number of triangles.

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Van B
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Posted: 8th Aug 2006 11:41
If your making 3rd person weapons, consider how close they get to the camera when deciding on detail and texture resolution - but 100-200 polys is a lot for those sorts of weapons, never mind 2000+.

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Manic
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Posted: 8th Aug 2006 12:03 Edited at: 8th Aug 2006 12:04
incase you were thinking that making it low poly would make it too square, i knocked this out quickly. its a copy of your sword, but only 368 triangles.

this only uses a 256^ texture, and i could probably have dropped it to a 128^ without losing too much detail. at the moment, the texture looks a bit blurry in places, i might see what i can do to address that.



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Silvester
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Posted: 8th Aug 2006 17:36
i smoothed it because it was VERY squary.then it was like,100 poly's i guess.

but i made it more smooth then.

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Shadow Coderer
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Posted: 8th Aug 2006 17:39
I cant think why a curve like that would be an advantage in combat... unless your going for more of a scythe kinda thing. If thats the case then the inner edge of the curve should be noticalbly sharper and have a lower angle if that makes sense. nice model manic!

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Seppuku Arts
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Posted: 8th Aug 2006 19:50
Didn't insanity complex make a low polygon sword tutorial. I would try it. Try using the cut tool to add extra polygons, I know anim8or has one. What you do it, draw a line and polygons where the line has 'cut' through, split so that a line like that can appear on the geometry. then move the lines to make it less square. I did this bit for MikeS (Although he didn't need it) Its done in a differant program, but it will help to remove that boxy look without smoothing.





Hope that helps you.


To answer your question;
Its a good sword style, not the kind I would put in a game, but I can see plenty certian style RPG's aqquiring swords like that.

Oddmind
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Posted: 8th Aug 2006 19:58
Quote: "I cant think why a curve like that would be an advantage in combat"


It's a fact that curved blades have more surface area than a straght blade, and therefore are better for cuting, they also take less pressure due to increased surface area.

thus the samurai sword (the literal perfect sword) is curved to an extent to allow maximum powe and manuverability.

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poke a fish
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Posted: 8th Aug 2006 21:44
Thank you Oddmind, that was very... historic j/k no but seariously that is way intersting to know, i just thought they were all curvy beacaue the ppl making them couldent controll there hammer, or maybe they saw a cute lady so they stood there stareing with the hot sword as it kida sagged down due to gravity, and then when they notice they try to fix it.

I like your sword model, i would use it in a game, its always better to have a variety, the texture looks cool on it

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Oddmind
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Posted: 8th Aug 2006 23:59
haha no problem, they tought us that in the place where i study shaolin kung fu. The sword makers for the samurai swords would fold over the metal on top of each other at least 200 times to make it very very dense, then they would make the sword have a slight curve.

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Silvester
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Posted: 9th Aug 2006 12:00
Quote: "Its a good sword style, not the kind I would put in a game, but I can see plenty certian style RPG's aqquiring swords like that."


im obsessed by RPG games...

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dark heart
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Posted: 9th Aug 2006 12:19 Edited at: 9th Aug 2006 12:20
that's a pretty cool looking sword, but i really could suggest that you change the shape, if you like the idea of a ripple sword, then you should make it more rippled, or even better keep it streight like most swords

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