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Messages - jonj2040

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21
Discussion / Re: 3d loz game using tp like texture
« on: June 21, 2010, 08:02:04 pm »
forgot to note that the low polygon has half the number of polygons as the high one.

22
Discussion / Re: 3d loz game using tp like texture
« on: June 21, 2010, 08:00:21 pm »
Ok, well i have finished modeling the forest are and now just has to be textured have trees added and be added to the script which i have decided to use c# since i know my way around it a lot better.

Thanks Janet and breed lover for reminding me about the polly count.  What i have done to solve that issue is to use blenders decimate which calculate locations of vertices and create a lower polly version  of the model and to keep the same look.  i have created two renders of the area fist one high polly second one low polly.  The decimate is not perfect so i do need to go around and fix up a few verts here and there, but I think it looks pretty good.

also that is the TP model of link, I am NOT using him in the game but just as a proportion reference, and he will be replace for the game.


first High polly









second low polly




I am currently working on fixing up thee decimated mesh and texturing.


23
Discussion / 3d loz using a custom art style
« on: June 21, 2010, 06:59:23 am »
Entirely new models with detailed textures using Blender GIMP and various online sources.  An entire storyline and a single player adventure into a parallel world controlled by a corrupt mind.  

^ that was supposed to be my eye catcher ad.

Anyway, i am attempting to create my own game use the said programs.  The programing is still under debate between C++ and C#, i personally now C# a little better but C++ is said to be more powerful and diverse to API's and such.  So i am still looking in to that.  

Back to the art, again i am using Blender for the 3d models which some i have almost finshed building and are almost ready to be textured and animated.  the mesh of the landscapes is near and around 1.5 units per edge and the keep polly flow that runs thought most of the object.  in case anyones interested, i find the key to modeling a good landscape is perfection in imperfection, if that makes sense.  See landscapes, mountains, valleys and even plains rarely ever have a perfect line set of vertices the up then down, and then above the other, so thats what i go by.

Now to  textures i use GIMP for one  because its basically a free version of Photoshop, and its fairly easy to navigate around and export files. But i have created a couple unfinished pieces of concept art in it including a redead dog, a new type of stalfo, one of the bosses(which the art for will not be shown until the end but ill say hes a skeletal humanoid, nothing like stallord),  and a piece of the forest village area (real name to come later). this will be shown except he boss one as they are finished.  The village forest area and most of the the stalfo skull are almost done modeling wise. these are going to be textured using gimps no edge manipulator which allows you to create a tilled image without having any lines when you have to repeat part of the image.  A lot of the textures will be pulled from the internet but i will also make some myself using GIMP.  

Heres some screens of the almost finished 3d models (untextured).

Forest area walking area done sill need the boundary walls so people don't fall into 3d space.


 

This is the skull 3d model for stalfos bubbles and such as you can see there is no jaw and the back of the head needs to be finished





This is the concept art for the redead dog, I am deciding on whether or not to make parts of it show bones, but this is the current art



Uploaded with ImageShack.us

I know its a very large project but, this is what i enjoy doing and so far its going great. I hope you enjoy watching the DEV.

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