
Infos:
110 polys. Not much room for optimization though, as I started modelling with low-poly in mind.
I realize this looks more like a blunderbuss than a musket, so if the style needs to be changed this can be easily done. Ironically, I already have a real musket (high-poly) I made in anim8or some time ago, but I don't think it fits the clonk style.
I apologize, but I cannot seem to attach anything but images to my posts without my internet dying. I'll have to use filefront unless I'm at a wifi hotspot.
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Attachment: RealMusket.jpg (7k)




I hereby license the following file(s) under the CC-by license
Attachment: musket.blend (434k)


On that note: Alpha maps are not implemented yet but Clonk-Karl aims to do this. But most probably, he will implement it to be one UV mapped texture for the whole model.

I hereby license the following file(s) under the CC-by license




I hereby license the following file(s) under the CC-by license


Ah, and even for small objects, don't forget to post the model file at the end :-)
a arrow connected to a rope would be nice. shoot the arrow up to the mountain and you can lift yourself at the rope (probably not proper english...).

Arrows:
*Fire Arrow
*Dynamite Arrow - normal explosive
*Bomb Arrow - Frag Explosion (something like flak)?
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Dynamite on an arrow really looks odd here, as well as these bomb arrows (how can they fly?) which look more like boxing glove arrows to knock you out. Perhaps we can come back to that later, when the arrow types really get implemented. The band to hold the arrows together looks imo too swollen. It could be very plain (just a cylinder with few polygons) with the strings just drawn on the texture.
Another thing:
I downloaded the .blend and I noticed that the arrow pack has something around 250 faces, just the band alone has almost 100. Additionally, to create differently colored areas like the string on the band, you created extra polygons to set another material there. It is much easier to first think about which details could go into the texture (and which geometric details are really needed) than having to remove them later. With that many faces, we might not be able to include them later in the game.
Are you generally modelling like this (color details are extra polygons, materials instead of textures) or just in this case? For these objects it might not be soo important for now but for vehicles and structures it's critical.
Edit:
Did you read this?: http://wiki.openclonk.org/w/Modelling_Workflow
>as well as these bomb arrows (how can they fly?) which look more like boxing glove arrows to knock you out
imo they look very clonkish. It doesn't matter if they can fly in reality or something. I even like the idea of having them in the game, with a heavy *poufch* sound when they hit something.

Bear in mind I haven't spent any time optimizing the bow & arrow models yet; I wasn't even sure what might be used or not. However, for the arrow pack, I must admit I was unaware of the very high polycount. However, as the meshes are modular it will be very simple to replace the pack with a much better mesh. When there are different polygons for a different colour, it is because the mesh already had these polygons and it was convenient to colour them as such. I haven't done much low-poly modelling so I suppose that was an accident of habit. The thing is, I believe I haven't had chance to do this with the other models I have worked on simply because of their shape. For instance, on the sturmnatter model I made a metal ring under the rail of the ship by colouring the first loop of faces the metal texture. It wasn't planned, but it was convenient.
Also, I did read modelling workflow; very helpful guidelines and tips. :)

Now the arrow pack has only 82 polys :D (now that I finally got back to this project...). Well, all's well and good, but I thought a much better idea for the arrows would be to have them as 1 or 2 polygons each instead of 230 polys plus, just for a stack of arrows.
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