Strikea - Modelling
by Strikea · in General Discussion · 08/13/2002 (2:08 am) · 7 replies
ok - here are some updates of my [junior] modelling.
obviously, im not as good as djagg, but these will probably be more of "concept" work than actual modelling. Also, if anyone can offer skinning or mroe concepts to improve these designs, i would be very grateful :)
Here is the warhammer i started with:
As you can see, this model is pretty basic and is mostly for concept, i received some feedback and made these adjustments:
And here is the updated version with ammended wider handle, grip at the bottom [can also just be there for looks] and a spike at the top for extra detail and possibly for an extra charging attack.
Here is the halberd i started with:
As you can see, basic - to-the-point model/concept, with little detail and polys. I only recieved little feedback, so i made little adjustments:
Updated grip handle as in warhammer - spike at top [same idea as warhammer] and adjusted the blade for a longer, smoother style of attack rather than a stabbing like movement.
Here is the asian blade i started with:
this is a totally new concept i found from a friend who is really into asian magic adventure games. I thought it was really wierd and I still am not sure how i should adapt it etc. to fit the RW world...
And finally here is the concept of a "streetlight" for dark maps in RW. This light is meant to be about chest height [as far as i think...] and is meant to be an evil sort of looking handle to it [also as far as i think...]
I adapted the concept because i wasnt sure of poly limit on the original concept and also cause it was late at night and i really didnt want to go that far into detail:
As you can see i adjusted my version to be a carved wooden handle with the same "ball of light" or mana/energy it is intended to be. Basically self explainatory model/concept i think.
I also remind everyone that these are not intended to be models as much as they are meant to be concepts.
[i know that sounds hard to understand but here is an easier way to understand - they are concepts NOT models]
I also would like someone to skin these concepts to make them easier to picture in a modellers head.
I also recommend that the other artists in the community make a thread like this every time they have enough updates on their models that the community can see and give feedback on.
PLEASE GIVE ME FEEDBACK ON MY CONCEPTS ASAP :)
~Strikea
obviously, im not as good as djagg, but these will probably be more of "concept" work than actual modelling. Also, if anyone can offer skinning or mroe concepts to improve these designs, i would be very grateful :)
Here is the warhammer i started with:
As you can see, this model is pretty basic and is mostly for concept, i received some feedback and made these adjustments:
And here is the updated version with ammended wider handle, grip at the bottom [can also just be there for looks] and a spike at the top for extra detail and possibly for an extra charging attack.Here is the halberd i started with:
As you can see, basic - to-the-point model/concept, with little detail and polys. I only recieved little feedback, so i made little adjustments:
Updated grip handle as in warhammer - spike at top [same idea as warhammer] and adjusted the blade for a longer, smoother style of attack rather than a stabbing like movement.Here is the asian blade i started with:
this is a totally new concept i found from a friend who is really into asian magic adventure games. I thought it was really wierd and I still am not sure how i should adapt it etc. to fit the RW world...And finally here is the concept of a "streetlight" for dark maps in RW. This light is meant to be about chest height [as far as i think...] and is meant to be an evil sort of looking handle to it [also as far as i think...]
I adapted the concept because i wasnt sure of poly limit on the original concept and also cause it was late at night and i really didnt want to go that far into detail:
As you can see i adjusted my version to be a carved wooden handle with the same "ball of light" or mana/energy it is intended to be. Basically self explainatory model/concept i think.I also remind everyone that these are not intended to be models as much as they are meant to be concepts.
[i know that sounds hard to understand but here is an easier way to understand - they are concepts NOT models]
I also would like someone to skin these concepts to make them easier to picture in a modellers head.
I also recommend that the other artists in the community make a thread like this every time they have enough updates on their models that the community can see and give feedback on.
PLEASE GIVE ME FEEDBACK ON MY CONCEPTS ASAP :)
~Strikea
About the author
#2
AS i said im new to modelling so - polycount is the amount of triangles right?
asian blade = 150 faces/polys whatever it is
warhammer 2 = 600 faces/polys
Halberd 2 = 435 faces/polys
lighthand - cancelled design. [refer to djagg's suggestion. thanks :)]
im not quite sure what you mean by asking ot make them better. i cant think of ways to make them more detail as i have no concept art to work on. [plus im a noob modeller, lol :)]
~Strikea
08/13/2002 (2:10 pm)
well, as i said i made them as concept because i m very, very new to modelling. but i guess i should try to get better...AS i said im new to modelling so - polycount is the amount of triangles right?
asian blade = 150 faces/polys whatever it is
warhammer 2 = 600 faces/polys
Halberd 2 = 435 faces/polys
lighthand - cancelled design. [refer to djagg's suggestion. thanks :)]
im not quite sure what you mean by asking ot make them better. i cant think of ways to make them more detail as i have no concept art to work on. [plus im a noob modeller, lol :)]
~Strikea
#3
what is the limit of polys for weapon models etc..
~Strikea
08/13/2002 (2:11 pm)
sorry for double posting but...what is the limit of polys for weapon models etc..
~Strikea
#4
08/13/2002 (3:45 pm)
Something like 500-600.
#5
I like the Asian blade, maybe the hand could be lengthened and it could become sort sort of funky scythe. (I have a soft spot in my heart for scythes, they are just cool) Like just elongate the handle and add a handgrip towards the bottom?
The Halbeard also looks a lot better. I'm not sure about the stuff on the back end, it looks a bit flat and hard to tell what it is exactly.
As far as concepts go, making 3d concepts might be too time consuming. At the rate your stuff has improved I would just focus on making them usable models. They aren't that far right now.
08/13/2002 (5:27 pm)
Craig your stuff has already really improved since the last time you posted it!I like the Asian blade, maybe the hand could be lengthened and it could become sort sort of funky scythe. (I have a soft spot in my heart for scythes, they are just cool) Like just elongate the handle and add a handgrip towards the bottom?
The Halbeard also looks a lot better. I'm not sure about the stuff on the back end, it looks a bit flat and hard to tell what it is exactly.
As far as concepts go, making 3d concepts might be too time consuming. At the rate your stuff has improved I would just focus on making them usable models. They aren't that far right now.
#6
anyway, im updating the asian blade when i get back for my dads place - we are going out for dinner tonight [im australian in case you didnt know] umm, what do you guys suggest for the warhammer? i mean - what is a good way to make it look better? it is basic, i know, but what should i do?
i made the opposite side of the halberd's blade basic, just for you guys to get the idea. im going to make that part much more detail after i get done with the asianblade.
and of course - im leaving the light hand to djagg or someone else because of the parts of it that djagg suggests and knows that i cant do yet.
as for me being a noob modeller - i would like to announce to you guys that i now have 48 hours of experience as i learned how to use a modelling program 2 days ago ! <----- amazing isnt it! not really lol! :)
I'll post the updates when i get the chance.
~Strikea
08/13/2002 (11:45 pm)
i know you guys may take a lot of time making models, but each of these models have taken me less then 30 minutes to make each. that includes the updates to them. if i was a 2D concept artist, i do believe it would take longer than that to make a decent, understandable concept - but hey, thats just me.anyway, im updating the asian blade when i get back for my dads place - we are going out for dinner tonight [im australian in case you didnt know] umm, what do you guys suggest for the warhammer? i mean - what is a good way to make it look better? it is basic, i know, but what should i do?
i made the opposite side of the halberd's blade basic, just for you guys to get the idea. im going to make that part much more detail after i get done with the asianblade.
and of course - im leaving the light hand to djagg or someone else because of the parts of it that djagg suggests and knows that i cant do yet.
as for me being a noob modeller - i would like to announce to you guys that i now have 48 hours of experience as i learned how to use a modelling program 2 days ago ! <----- amazing isnt it! not really lol! :)
I'll post the updates when i get the chance.
~Strikea
#7
08/14/2002 (4:14 am)
All models have a bit of a proportion problem. I agree with Djagg and James the asian blade is pretty cool.
Torque Owner Ben "Djaggernaut" Chavigner
The new version you've made of the 2 weapons are better. The shape of the hallebard is cool, but it needs to be affined a bit more perhaps.
The hammer is still a bit simple too.
The Asian blade: why not... :o) I like it. A bit simple.
Can you put the exact polycount of your model?
The street light: no, this one is not good, and I think you've tried something really hard :-) This concept seems simple but I think alpha channel and good poly optimization knowledge are needed.
It needs more details.