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3 Dimensional Chat / Clay render sword

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Jenqui
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Joined: 11th Aug 2005
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Posted: 3rd Dec 2006 00:36
Tell me what you guys think, took about 2, 2 1/2 hours to do this. Im not very good at modeling been doing it for a year or so and I still kinda suck but any feedback or suggestions would help thanks.

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The crazy
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Location: Behind you
Posted: 3rd Dec 2006 02:17
Not bad. Wouldn't work well for stabbin' people don't you think?

Kaurotu
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Location: My Computer Chair
Posted: 3rd Dec 2006 04:00 Edited at: 3rd Dec 2006 04:00
What did you model it in?

Nice job though.

poke a fish
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Location: Utah
Posted: 3rd Dec 2006 04:15
Looks great, i love the fine detail in it. Just wondering is that a hole in the center? Cuz if it is I think it's an interesting idea but i think it would look better without it cuz it makes the sides look like it could easily break. Maybe a smallerish hole would look better i don't know. Not that it looks bad or all, thats just my 2 cents.

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Dracula
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Joined: 7th Aug 2006
Location: DBP Recreation of Castle Csejthe
Posted: 3rd Dec 2006 17:47
looks good. what modelling progam? and here's the real question: how many verts and polygons/triangles? seems really high detail for a game weapon, unless the detail is mostly texture.

Excellent job!!
Jenqui
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Posted: 3rd Dec 2006 19:23
Its modeled in 3dsmax. I dont have my laptop with me right now but I think its uhh 1087 polys and 4825 triangles (not sure about the triangles) Also ya its a hole in the center but when you have a sword made of super strong uber unbreakable nanotitanim dragon metal..... but anyways... ya it would be pretty fragile in the center there where the hole is but hey in games it really doesnt matter its all about what looks good, and I relized once I got home that that was a really low res render here is a better one.

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poke a fish
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Posted: 3rd Dec 2006 21:53
Quote: "in games it really doesnt matter its all about what looks good"


Thank you, thats the concept i've been trying to pass along to some people but they want everything conforming with reality and that has gotten stuck in my head, but if it is all about looking good I say keep it the way it is, it looks great.

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Seppuku Arts
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Location: Cambridgeshire, England
Posted: 4th Dec 2006 01:09
Yes, for games its about what the player sees, for indie game makers, that's the perfect excuse to hide mistakes, but as a modeller I don't encourage 'bad' modelling, but I do make the odd cut myself if it saves me enough time, just as long as it doesn't effect the overall product.

"Cut down the gods if they stand in your way" - Hakamoto Tsunetomo
SpyDaniel
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Posted: 4th Dec 2006 02:23
Clay Render? Why do people call it that? It was rendered with Max's Sky Light, wasnt it? With light tracer?

dark coder
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Location: Japan
Posted: 4th Dec 2006 06:38
Which belive it or not, is reffered to as a clay render, as when you render untextured meshes using that technique they look like clay, and I think the sword looks fairly cool, however very impractical, and is that blade made from 2 sheets of metal with a gap in the middle?

Hallowed are the ori.
Jenqui
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Posted: 4th Dec 2006 19:04 Edited at: 4th Dec 2006 22:00
Thats exactly why they call it a clay render. Anywho yes the sword would be impracticle, but it was designed as a more sci-fi sword rather than a midevil sword so you have a bit more freedom on what will work, the blade isnt made of 2 sheets of metal and a gap its acually one block with the sharp cutting piece extruded out of it. I will post a closeup render in a few minutes so you guys to see it.

Edit edge render added

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RUCCUS
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Posted: 5th Dec 2006 02:44
The main reason for it being called a clay render is when the light tracer first emerged as a feature of 3DS Max, instead of an uber expensive add-on, it's default colour was a pinkish brown hue, the colour you'd imagine to see a clay model being. When the entire model is rendered with that colour in the light tracer, it ends up looking a lot like clay.

Eg;



(not my work).

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