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How much polygons does it have? Looks like many

Erm... in the renderings it has 1068(!) polygons. but i've reduced them to 318 now. are these already too many polygons? now it looks like the following:
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>re these already too many polygons?
For small stuff like stones it seems like a lot of polygons - but better ask the other graphic designers around :)

Okay, i've dwindled (geschrumpft^^) it to 62 polys now. but this isn't too many, or?? By the way: in OC rendered pictures are used, or? Please correct me, if i'm wrong! And when OC uses rendered pictures, it's irrelevant how many polygons the model has, or?
PS: With 62 polygons the rock looks so:
I hereby license the following file(s) under the CC-by license:
>in OC rendered pictures are used, or?
It is planned to render the models ingame

Looks good. Even though since this rock probably was mined with explosives, it looks too waterwashed for my taste. The original rock in Clonk was only round because of historic reasons (rotate feature was not implemented from the start, 8bit color, small resolution)
Simple items like rocks etc are not planned to exist as ingame-renderings (yet). However, if they will exist as that, it is not a problem to reduce the polygon count in blender. Can you attach the .blend in any case please?

Yes, you're right. I upload the .blend-files so you can do some changes on yourself. but... the .blend-file isn't clear built (naming of the objects etc. doesn't exist). I hope you can do something with it although
I hereby license the following file(s) under the CC-by license::
1068 polygons318 polygons62 polygons

You can attach it to your post btw. No need to upload and download from sites where ads are slapping into your face.

well... how can i do this? sorry for the ads :)

Click on the Attach button at the bottom of your post.

oh yes! lol... i didn't saw it. okay, the next time i use the attaching-function. thanks a lot :)
>Looks good. Even though since this rock probably was mined with explosives, it looks too waterwashed for my taste. The original rock in Clonk was only round because of historic reasons (rotate feature was not implemented from the start, 8bit color, small resolution)
We could make some different models for rocks, so "earthrock" that are round and the opposite, mined rocks.

Yes, I think this is a really good idea.

On the other hand, a more realistic rock doesn't make the game any more fun. A round rock looks cuter, and makes the violence more cartoonish.

The rock looks quite good. But I remembered that was vote, that the rock have to be edgy.

well... yes you're right. but you can do this in the .blend-files i uploaded for yourself. just click "set solid" :)

I don't use Blender. But when you use "set solid", the rock looks like round. Look at Nachtfalter's stone, what I mean.

okay, if you don't use blender... well... do you mean that this rock looks like round?
License: CC-BY

Okay, you are right. If i have some time, I'll try to make a rock like you want to have it... but not now :)

What if there were both kinds of stones? Materials could have a coupla different forms and graphics, imo.
we can f.e. have more than one graphic for the stone so when it was in water a long time the stone will smoothen up
when blasting stones, you will get edgy stones.

IF there's too many completely different graphics for the same thing, it might confuse players.

So maybe we should use only a bit different shape but the same texture or a little bit changed texture.

How about only a coupla? Would be nice, imo.
Edgy stones for blasted rock, smooth stones for in-earth rocks? :)

It looks really nice ;)
Did you do the rendering internally or via Yaf(a)ray, Indigo or something else?

Thanks =) I did the rendering internally... because I can't really work with Yafaray and I haven't got Indigo ;)
Hmm, the texture is fine for a inventory graphics, but perhaps to tiny for an ingame one, isn't it?

Yes, you're right. Does this look better?
License: CC-BY

Or should I use an completely other texture for the ingame graphics?

Don't worry about details yet as it is not clear how (RTR, images or title image = ingame image) the image will be rendered in the game.

I think the previous one looked better
I think it would look better if the texture is not such noisy. May test how it looks without texture? It wouldn't look so bad i think.

without texture:
License: CC-BY
I thought you would replace the tex...

ModernClonker wrote:
I think it would look better if the texture is not such noisy. May test how it looks without texture? It wouldn't look so bad i think.
Well, without texture says nothing about the color... Anyway. Gold should be some kind of yellow, shouldn't it?

License: CC-BY

I think, there are some much polys. But looks okay.
well... if it only would be golden or something... i meant just to use a color. Golden in this case...

See my answer to Cäsar :)
Doesn't really feels like gold IMO. Way too bland texture. Gold is more yellow and shiny without unpureness.

My next Object is an ice crystal. Here is an image of it
(click on the tumbnail for a bigger image with a transparent background!) :
License: CC-BY
The last time I checked, Ice wasn't blue but transparent.
Only because it is blue in the former clonks doesn't mean that it will have to be blue here. It is a weird colour for ice IMO.

Because of the color of the background and the reflections of ice, it has always another color. If there is a blue background, the ice is blue and if there is a white background, the ice is white or "transparent".
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