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Re: Babylon 5 project [Re: Blade280891] #219429
08/02/08 15:32
08/02/08 15:32
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
this is off topic, but i wonder what resolution that gun is, because it looks like something low with tons of detail still packed in somehow.

Re: Babylon 5 project [Re: lostclimate] #219436
08/02/08 15:48
08/02/08 15:48
Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
cro_games Offline
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cro_games  Offline
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Hrvatska (Croatia ), Slavonski...
Originally Posted By: lostclimate
this is off topic..

yes..


Hello everyone my name is Ivan Mandic from "Frozen pixel studio". wink
-----------------------------------
Homepage: www.fpx-studio.com
e-mail: emu_hunter_1990@hotmail.com
(working on a game engine)
Re: Babylon 5 project [Re: cro_games] #219437
08/02/08 15:53
08/02/08 15:53
Joined: Dec 2007
Posts: 156
England
ryangregory Offline OP
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ryangregory  Offline OP
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Posts: 156
England
Sabcrea - Yeah Ive always liked that game, I want the graphics to be better than that game and it will be in third person with an over the shoulder aiming mode instead of a FPS.

Blade - interesting link, I'll be concentrating more on asset creation at this time before thinking about publishers.

Cheers, Ryan.

ps. Id say that gun is about 400 - 600 polys

Re: Babylon 5 project [Re: ryangregory] #219438
08/02/08 16:04
08/02/08 16:04
Joined: Jan 2008
Posts: 1,580
Blade280891 Offline
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Blade280891  Offline
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Cool, although the link was to apply for an engine license made by sony , not for a publishing deal(although they probably would offer one aswell) smile


My Avatar Randomness V2

"Someone get me to the doctor, and someone call the nurse
And someone buy me roses, and someone burned the church"
Re: Babylon 5 project [Re: Blade280891] #219463
08/02/08 17:46
08/02/08 17:46
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline
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i have some b5 ship meshs from a botf mod i made, they are low poly though smile if you need any i`ll mail em over to ya


Why does everyone like dolphins? Never trust a species which smiles all the time!
Re: Babylon 5 project [Re: jigalypuff] #219464
08/02/08 18:02
08/02/08 18:02
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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Bay City, MI
"ps. Id say that gun is about 400 - 600 polys"
I was talking about the texture resolution, but do you really think the gun has that many? I'd guess maybe a couple hundred.

Re: Babylon 5 project [Re: lostclimate] #219466
08/02/08 18:09
08/02/08 18:09
Joined: Dec 2007
Posts: 156
England
ryangregory Offline OP
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ryangregory  Offline OP
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Posts: 156
England
jigalypuff - Id aprreciate that alot, you could send them to ryangregory@hotmail.co.uk. They should come in handy, I'll probly be modifying them alot though, is that ok? and would you want credits etc.?

lostclimate- oh I didnt realise, well id say its about 128 - 256 texture size. It could have less polys maybe more, who knows

Cheers, Ryan.

Re: Babylon 5 project [Re: ryangregory] #219853
08/04/08 23:18
08/04/08 23:18
Joined: Dec 2007
Posts: 156
England
ryangregory Offline OP
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ryangregory  Offline OP
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England
Ok, heres the next one, a male EA officer. Again I will be using different heads and hairstyles to create lots of characters, this has no hair at the moment.



Cheers, Ryan.

Re: Babylon 5 project [Re: ryangregory] #220071
08/05/08 23:58
08/05/08 23:58
Joined: Sep 2007
Posts: 1,093
Germany
T
Toast Offline
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Toast  Offline
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Posts: 1,093
Germany
While those two models already look very nice there is some room for improvement of the texture:

With that said the blue cloth doesn't look look like blue cloth but a bit like some sort of very tight latex. You especially see that on the back where you overdid things a bit by trying to shade those folds - might not look so bad with some decent lighting but still it's a bit too much exaggerated. So maybe reduce the contrast for that shading and add a bit more of a material "noise" for cloth as it looks a bit too uniform. Just the same you did for those very nicely done brown leather parts...

Next part is about the UV-Map / the texture. You sort of can see how you put the polies around on a small part of the model and that's where that EA logo and rank-badge thingie on the chest is. Because of the way you set up the UV-map you have this distortion there as there most certainly is a seam right through that badge and together with a "distortion" you didn't fix in the UV-map the texture you probably created the way the things look like get applied "wrong"...

I'd also invest some polies and make the communicator a real mesh and not just texture detail. As rather important thing you might even put quite some attention on whenever someone talks to it this should get more detail and it's not a very costly addition...

At the end another more technical question. Did you create the model with some speaking abilities i.e. you can do real talking animations by basically moving the lip meshes around and having some "mouth geometry" behind?

Enjoy your meal
Toast

Re: Babylon 5 project [Re: Toast] #220075
08/06/08 00:11
08/06/08 00:11
Joined: Jan 2008
Posts: 1,580
Blade280891 Offline
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I want to add some comments on the people, i think you could spare a few polys on them as they are fairly low poly. smile thats all my comments ,lolz


My Avatar Randomness V2

"Someone get me to the doctor, and someone call the nurse
And someone buy me roses, and someone burned the church"
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