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3 Dimensional Chat / Low poly pistol + texture

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Oliver
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Location: Switzerland
Posted: 30th Dec 2006 23:26 Edited at: 30th Dec 2006 23:28
Yea, just something i did when i was bored. I think it was the easiest thing i've ever had to uv map. It didnt come out like anything i had imagined, but its ok. Texture was done in paintshop pro, modeled in metasequoia.



Any suggestions for the next low poly object?
Oliver

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WarGoat
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Posted: 30th Dec 2006 23:35
It's 24 polygons if I count right. It's good for a low-poly. The texture make all the change. For a next low-poly, you could do a sword. It's easy to make and take not a lot of polygons.


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poke a fish
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Posted: 31st Dec 2006 00:54 Edited at: 31st Dec 2006 00:55
WOW, that is a huge texture. Thats is realy low poly, so low that you can count it off a wireframe view, I got 24 as well. So i'm wondering if you need that big of a texture for such a low poly thing. Anyway looking cool for that many polys.

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Crazy Ninja
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Posted: 31st Dec 2006 04:55
its 11 quads and 2 triangles which is 24 triangles which are polygons.
nice texture though. The only suggestion i have is to put a trigger in.

indi
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Posted: 31st Dec 2006 05:45 Edited at: 31st Dec 2006 06:41
edit: i was wrong regarding the count sorry.

Oliver
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Posted: 31st Dec 2006 11:53 Edited at: 31st Dec 2006 11:55
Thanks for the comments . And yea, it's 24 polys.



Heres a model of a sword, took about 30 mins from start to finish. Since you guys like counting polys sooo much, if you can guess (well its not really guessing :-|) the poly count of the sword i'll make your next choice of model. And I'll put the .x files up soon.

Oliver

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Vampiric
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Posted: 31st Dec 2006 12:17
That's a nice sword just goes to show the texture can make a big difference, i'm guessing around 50 polys maybe 52.

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WarGoat
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Posted: 31st Dec 2006 13:41
Nice sword! Got a suggestion for a next low-poly if you want, an hammer, or a helmet, that would be cool, and I'm wondering, how would look a low-poly character, with one of your texture...


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Seppuku Arts
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Posted: 31st Dec 2006 13:55
Quote: "So i'm wondering if you need that big of a texture for such a low poly thing. "


That's what I was thinking, the reason for going low poly is to use less memory, but the huge texture takes that memory anyway, the largest I would have gone for is 512 x 512, I've even used 512 x 512 for characters

Sorry to still sound picky, but but that sword is rather blunt, sharpening it shouldn't kill too many polies

However, its good stuff, I envy the texture job

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Vampiric
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Posted: 31st Dec 2006 14:25
True it ould probably only add about another 4

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poke a fish
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Posted: 1st Jan 2007 03:30
Quote: "I've even used 512 x 512 for characters"


Yeah, its amazing when you look at some professional things, like modles from FFX they only use an 256 x 256 texture size for there main characters.

I'm counting 46 on the sword, but anyway the textures look really cool, and one thing you may want to keep in mind for textures, that if they are in a game, how close is the camera going to be to the object. If the sword is just somting an NPC holds then maybe you woulden't need the texture area so large, but if it is like a main characters sword in a FPS type game the texture would be larger, not 1024 though, but maybe in the range of 256 or 512, maybe even lower.

But if it is for video, anything goes texture wise, it only matters how long you are willing to wait for the scenes to render out.

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WarGoat
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Posted: 1st Jan 2007 13:49
btw, I've counted 58 polys.


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Seppuku Arts
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Posted: 1st Jan 2007 16:08
I suppose the advantage of a 1024 x 1024 texture it makes it more convenient to texture, but you can shrink it once you're done and have it ready as a 256 or 512, its odd, a bunch of textures I got with a Torque programming book were hi res at 256 x 256, I tried them and they do look good at 256 x 256 for pretty much anything at a reasonable scale.

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Oliver
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Posted: 1st Jan 2007 17:06 Edited at: 1st Jan 2007 17:09
Well theres so many cool models that never get textured because their just too hard to uv map, and sooo much work. So, i'm spending more time on the texture rather than the modelling. Admittedly this next one took less than 5 mins, and it shows . It does actually look quite nice scaled down real small on a table or something.



@Vampiric
Thanks and close with the count.

@sett
Yea, i think i'll give a hammer a go next. And I would never be able to unwrap a character, unless it was nice and square .

@Seppuku Arts & poke a fish
I totally agree, i would never use these in a game with a 1024 texture. But then i'm not making them with anything in mind, and they could always be scaled down if i ever found a use. (and yea, it was 46 polys, if theres anything you want modelling poke a fish?)

Thanks,
Oliver

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Nack
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Posted: 1st Jan 2007 17:12
wow the texture on those is amazing, with those texture on, you wont even notice how low the polycount is lol

nack.


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Oliver
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Posted: 1st Jan 2007 17:16
Dont know if anyone can find a use for them, but heres the first 3 models anyway...enjoy.

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Oliver
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Posted: 1st Jan 2007 17:30 Edited at: 1st Jan 2007 17:31
Thanks Nack, i love the panda in your sig.

Coming soon...one boxy hummer.

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WarGoat
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Posted: 1st Jan 2007 19:44
I count 12 polys on the phone your models still lokk great because of your amazing texture. How did you learn to texture like that... Hope I could texture like you... *Dreaming...* lol anyway, keep up the work!


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poke a fish
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Posted: 1st Jan 2007 23:24
Quote: "(and yea, it was 46 polys, if theres anything you want modelling poke a fish?)
"


Sweet I kinda won at somthing

If you want you could try a fish there realativly easy to make.

are you going to texture that hummer too? That model is slightly more complicated for texturing because of the diffrent pieces, but you could make it look awsome I bet.

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Oliver
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Posted: 2nd Jan 2007 12:56 Edited at: 2nd Jan 2007 12:57
And heres one fish...



I was gonna do 4 variations on the texture, but it took a lot longer than a thought it would. This one is drawn with an airbrush in PSP. Originally 1024x1024 but scaled down to 128 in all the pics. This is the first time i've used alpha transparency on a texture. And i have to say i was impressed with how well it worked on the fins .

Yea the hummer is ready for texturing. I think i'm gonna spend a bit more time on texturing this one...

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WarGoat
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Posted: 2nd Jan 2007 15:47
Nice fish!


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Vampiric
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Posted: 2nd Jan 2007 17:07
Yeha thats a good fish. Almost makes me want to have fish and chips right now

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Kaurotu
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Posted: 2nd Jan 2007 19:13
Wow, I never knew low poly could look that good. Especially the sword. Although the large texture helps also.

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poke a fish
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Posted: 2nd Jan 2007 23:58
awsome fish

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Seppuku Arts
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Posted: 3rd Jan 2007 01:51
Well in consideration to what you said the reason for this models, fair play, essentially, something I should be doing as my weak point is texturing at the moment. And since my last comment there's a nice set of models that have come along. the first especially, I love that texture

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