I just played around in 3dSM to create barrels. The wooden barrel (1) has a bit to many polys, and since its its hard to recogize the details, i decided to redo the moldel with less details (2).
I dont like the wooden textures yet, think I'll redo 'em later.
Please comment.
If anyone's interestet in the models, I'll upload 'em.
I hereby license the following file(s) under the CC-by license
I dont like the wooden textures yet, think I'll redo 'em later.
Please comment.
If anyone's interestet in the models, I'll upload 'em.
I hereby license the following file(s) under the CC-by license
I still think that small objects such as barrels which dont need to be animated can continue to be sprites.
Not necessarily; part of the argument in favor of models is the reduced file size from not having to provide multiple LoD sprites.
So collectable objects as sprites? What Resolution?
Barrels as Sprites wouldnt look that angled.
Have done this before I read your Post:
I hereby license the following file(s) under the CC-by license
Just an idea, not yet proper done.
Barrels as Sprites wouldnt look that angled.
Have done this before I read your Post:
I hereby license the following file(s) under the CC-by license
Just an idea, not yet proper done.
Attachment: Rope.JPG (24k)
Uhm. What about lightning, realistic rotating and shadows? I dont think a such a mix of different graphics types would look nice. (The barrels should be about 3/4 of a clonk. And this is too big to not see the big difference between sprites and modells.)
I am thinking about performance here. For one object of which there could exists hundreds just on the screen, 100f seems far too much. Certainly, we could reduce many features and display the details on texture or normal maps. Still, I am waiting for benchmarks with Clonk-Karls implementation for ogre.
they look verry nice,espacily the textures fit verry well. but i think there are too much polys for such a small object.i think it would be able to make the whole model with... about 20 faces. then add normalmal/specular/bumpmaps etc. but i think it would be possible to use this ones to make some normalmaps.
Erhm... wtf? 20 Faces. A Quad has 12 Faces. You can not make a barrel out of 1 1/2 Boxes. I think the 72 Faces are lowpoly enough.
yes, with normalmaps i could do easily very lowpoly objects. but it seams still unclear whether normalmaps (or even bumpmaps) will be implemented in the game.
The models are good. But why dont you have used the same texture for the 2 and the 3 barrel? The texture of the second looks much better i think.
I first made the wooden barrel 1, just tested a texture, but when i saw that you wont be able to see that this barel is made out of single planks, i discarded the model and made nr. 2 with less details and a compleate new texture. Of course its just some clicks to use Texture Nr. 2 for model Nr. 1
Just an Idea: Why not use normal-maps on smaller objects to give them a dynamic highlight too?
This is just a plane (4 vertices) with 3 maps (Diffuse, Alpha, Normal). The first barral is the Normal-map, the others are the complete object, but different highlighted.
Of course the template-model had to be redone with more polys to give more details.
I hereby license the following file(s) under the CC-by license
This is just a plane (4 vertices) with 3 maps (Diffuse, Alpha, Normal). The first barral is the Normal-map, the others are the complete object, but different highlighted.
Of course the template-model had to be redone with more polys to give more details.
I hereby license the following file(s) under the CC-by license
Hmm... the red barrel makes me instantly think of explosives. It seems to be a rule in games that Red Barrel = Explosion.
I'd also like to use the wooden barrel in the tools workshop; if you could supply the models that would be much appreciated.
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