Scratched this up in Anim8or. The site I got the textures from didn't seem to have any liscencing on the textures (http://textures.z7server.com/), but it does say they're free. Though it wasn't made in blender, it could easily be imported as it's a .3ds file.
License CC-BY 3.0
Edit:
The shovel has 124 polygons.
The hammer has 136 polygons.
Don't upload things to filehosts. Just attach them here in the forum.
The wood is too short, and the metal part is too big, I think. It's better to resize. How many polys does it have?
I wasn't really sure what style was being used for openclonk, so I based the shovel off CR. I made the shovel-head large for visibilty, and the handle short to not look strangely long in a clonk's hands.
Of course, a more realistic shovel would look like such...
Of course, a more realistic shovel would look like such...
Attachment: shovel2.3ds (5k)
Nice, I like the hammer!
Up till now, the inventory objects where planned to be sprites - so the polycount would be all the same. But now, I have been thinking that if these objects are used in an animation of the clonk, they need to be models with animations (dig-animation, build-animation) too. Opinions?
Up till now, the inventory objects where planned to be sprites - so the polycount would be all the same. But now, I have been thinking that if these objects are used in an animation of the clonk, they need to be models with animations (dig-animation, build-animation) too. Opinions?
I think all the tools that are used in animations should be models. The weapons as well, for example. But to make things a lot easier there (and to avoid making animations for each and every tool) it would be a lot easier if there was the possibility to attach objects to bones (so that the tools basically use the Clonk's animation)
In the case that clonks use bone animations you could make the bones of the object follow the clonk's bones (and copy orientation of the bones as well). Thus any tools would be attached to the hand of a clonk and follow the hand in the animation. The same thing could be done with protection suits, helmets or other equipment that needs to be displayed on the clonk without making entirely new clonk models for everything ( hazard clonk, knight and so on).
Phew! When I first read that there was a thread with a hammel model, I feared that it might have just the shape that i wanted to abandon if I made the model - but it looks exactly as I would have designed it! :)
Only the metal texture seems too rough to me, looks almost like stone - could you try to apply cleaner, shinier texture? After all, Clonks are most likely going to contruct more complex machines and buildings in this games, they should have proper quality tools! ;)
Only the metal texture seems too rough to me, looks almost like stone - could you try to apply cleaner, shinier texture? After all, Clonks are most likely going to contruct more complex machines and buildings in this games, they should have proper quality tools! ;)
Well to be honest, I hate the metal textures too. However, I was concentrating more on the model and just used some free textures. I'll see if I can make a proper material for the metal, something like the metal parts in these...
Edit:
I got a grey matte texture looking not too bad.
Edit:
I got a grey matte texture looking not too bad.
Alright! I have rendered a very nice looking Graphics.png for the shovel (in my opinion xD ). I suppose even though 3D will be used for most of the game graphics, it's still a nice icon.
I hereby license the following file(s) under the CC-by license
I hereby license the following file(s) under the CC-by license
Hum... I think, the metal texture should be a bit more random, some dirt or rust. Unlike the others I think, the woos should have a bit more red-yellow-brownish, like the actual polished wood in Clonk (Like the crossbow and all the other wood constructions).
I fiddled with the wood texture and got a more Clonk-esqu colour scheme for it. I also added a gritty texture for the metal, but it doesn't appear very well. I may have lowered the contrast too much on that.
I hereby license the following file(s) under the CC-by license
I hereby license the following file(s) under the CC-by license
Could you upload the models? I would like to experimentize with them a bit. (should be a .blend, a .obj or a .3ds)
Alright, I've put the .blend files in a .zip along with the textures used.
I hereby license the following file(s) under the CC-by license
http://www.filefront.com/14133649/Tools.zip
I hereby license the following file(s) under the CC-by license
http://www.filefront.com/14133649/Tools.zip
I ve now made a more lowpoly version of the hammer (34 Vertices). Also I ve added better materials and baked it all to several maps.
I hereby license the following file(s) under the CC-by license
I hereby license the following file(s) under the CC-by license
Well, I can shamelessly admit you're far better with textures than I am. Nice job :]
Could you possibly post the high-poly (UV mapped)?
Simsi has made the scripted objects and needs the graphics for the hammer.
Simsi has made the scripted objects and needs the graphics for the hammer.
The Highpoly Modell has no UVMap. That are simple Materials.
Attachment: Hammer.blend (248k)
Well, what more can I say... the Wire-Spool (linekit replacement).
I hereby license the following file(s) under the CC-by license
I hereby license the following file(s) under the CC-by license
nice, only thing to critizize is, that it looks as if the wire was turned only one time from left to right around the wood. imo the black stripes should be filled out with something that looks like "covered wire"... dunno. it just looks as if it was as verry short wire
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