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Re: Phanalax's Models

Posted: Fri Jan 31, 2014 12:35 pm
by Nightmare Tank
Most amazing. The only nitpicks I'd give however, have already been stated a few times, to make the limbs thinner and longer.
And also if you can, try to make it 2 meters in size as approximated in its document.

Re: Phanalax's Models

Posted: Fri Jan 31, 2014 9:06 pm
by Akatos
Looks great!

Re: Phanalax's Models

Posted: Fri Jan 31, 2014 10:14 pm
by mrslig100
That is a fantastic model.
However im gonna take a guess that it has more polygons than every model in the game.
If you want I can rig/optimize the F**C out of things.

Re: Phanalax's Models

Posted: Fri Jan 31, 2014 11:08 pm
by Trialtrex21
mrslig100 wrote:If you want I can rig/optimize the F**C out of things.
I'm sure he can do it on his own...

Re: Phanalax's Models

Posted: Sat Feb 01, 2014 2:25 am
by Phanalax
I can definitely optimize this for Blitz3d If you can get me some information on the engine,
What Is a recommended polygon count for the model?
What texture mapping types out of this list is it capable of handling?
Normal/Bump, Specular, Diffuse, Emmissive.
Also can I get a unified idea of what you want spc 372 to look like, I'm getting a few conflicted advice about it. Heres what you have mentioned already:
Longer thinner legs, longer neck, more reptilian head, 8 pairs of legs, and different placement of the limbs. Does every one agree with this list?

Re: Phanalax's Models

Posted: Sat Feb 01, 2014 2:52 am
by Brunou8
Phanalax wrote: Also can I get a unified idea of what you want spc 372 to look like, I'm getting a few conflicted advice about it. Heres what you have mentioned already:
Longer thinner legs, longer neck, more reptilian head, 8 pairs of legs, and different placement of the limbs. Does every one agree with this list?
I do, sorry for not giving information about the engine, I don't know much about it.

Re: Phanalax's Models

Posted: Sat Feb 01, 2014 12:15 pm
by Nightmare Tank
Phanalax wrote:Also can I get a unified idea of what you want spc 372 to look like, I'm getting a few conflicted advice about it. Heres what you have mentioned already:
Longer thinner legs, longer neck, more reptilian head, 8 pairs of legs, and different placement of the limbs. Does every one agree with this list?
Acceptable criteria.

Re: Phanalax's Models

Posted: Sat Feb 01, 2014 1:29 pm
by Omniary
Phanalax wrote:I can definitely optimize this for Blitz3d If you can get me some information on the engine,
What Is a recommended polygon count for the model?
What texture mapping types out of this list is it capable of handling?
Normal/Bump, Specular, Diffuse, Emmissive.
Also can I get a unified idea of what you want spc 372 to look like, I'm getting a few conflicted advice about it. Heres what you have mentioned already:
Longer thinner legs, longer neck, more reptilian head, 8 pairs of legs, and different placement of the limbs. Does every one agree with this list?

Here's some of the info Regalis provided in the model requests thread.
Spoiler
Regalis wrote:Technical stuff:
- blitz supports .x, .3ds and .b3d formats, but I have converters for most major file types so the files don't necessarily have to be in these formats
- textures should be .jpeg, .png or .tga
Poly/Triangle Limit, so we can make the most aesthetically pleasing models that are optimized for your engine
Even the 173-model with 17,000 polygons didn't seem to cause any problems, so I don't think the amount of polys is a major issue. Anything less than 10,000 should be ok for the NPCs, but random prop stuff and items should have less than a few thousand polys.
Texture Size (Or give us a current texture for another model that has unused UV space, and allow us to map onto there. Two models one texture!)
1024x1024 is used in most textures atm, but I think 512x512 or 256x256 is enough for smaller models (like the key or stuff like that)
Preferred File Format .objs seem to be the most universal, but perhaps you have reasons to select another
.obj, .3ds, .b3d, .FBX or .x
I don't think the model should be too high poly since it might not be worth spending into a creature that's seen randomly in 1-2 second intervals. The changes you mentioned sound about right!

Re: Phanalax's Models

Posted: Sat Feb 01, 2014 9:26 pm
by Irontaco
The thing could be kept at a good 3000-5000 polys since you will mostly see an outline pretty much.

Re: Phanalax's Models

Posted: Sun Feb 02, 2014 6:01 am
by Phanalax
Can I just say, The number of legs is ridiculous.
Image
Any I separated the segments on the back a bit to make it look more flexible, and changed the head for a lizard head, and added a surplus of legs.