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Arm for First Person Game #89544
09/11/06 21:16
09/11/06 21:16
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline OP
Senior Expert
Dan Silverman  Offline OP
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
If you have ever played any of these real-time 3D games (especially first person shooters) then you have see those arms that appear just below the camera and hold things like a gun to simulate that these are your arms and that the monitor is your eyes into the 3D world. Below is an example of one of these arms created for a low-budget real-time 3D game. The model was created, UV mapped and painted in Modo (though I did do a bit of small touch-up work in Photoshop):









The arm consists of 448 faces (791 if tripled).

These shots are straight out of Modo. Please ignore some of the strange shading that sometimes shows up in some faces because of Modo's real-time rendering.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Arm for First Person Game [Re: Dan Silverman] #89545
09/11/06 21:25
09/11/06 21:25
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
wow its an arm...
amazing... like...well... who cares?

to be honest, while your work is solid and stuff, its not impressing.
i mean.. a freaking arm... and its even too low poly. what should one do with this arm? its too low poly to use, sicne it looks like 2001. make the arm more detailed and with a better texture, and im impressed.but this is not reallyimpressive.
espeecially not from you dan.

thingis, nowadays, this arm can have at least 1500 polys. and of course, look like this. round fingers, maybe rinkles on the fingers and stuff. the fingernails a bit set into the fingers actually. detaisl and stuff liek this. this arm should be on the screen for most of the time, it must look impressive.

this is not meant to be offence, its critic. and i hope its constructive. but this arm is just not really what one could use in a FPS. im sorry if this soudns harsh, it should not, but its just the truth...

Re: Arm for First Person Game [Re: sPlKe] #89546
09/11/06 21:33
09/11/06 21:33
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
The lower arm is too thin compared to the bizeps.
Looks like the guy only trained on cable machines.

The with of the lower arm should be as wide as the hand.
(At least on my arm it looks like this)

you should rework the thumb also.
He would have a hard time holding something.
the thumb should be turned 90 degrees to the hand.
And it might need to be a bit longer (for an average hand)

Re: Arm for First Person Game [Re: Damocles] #89547
09/11/06 21:42
09/11/06 21:42
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
I think it looks damn good. The lower arm does seem a bit weak compared to the upper. Other then that well... It looks like an arm I think its a very good texturing job and the glove is a very nice addition.


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: Arm for First Person Game [Re: FeiHongJr] #89548
09/11/06 21:55
09/11/06 21:55
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline OP
Senior Expert
Dan Silverman  Offline OP
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
You guys ... this is really silly. First of all, the poly-count discussions around here are simply ... well .. lame. Seriously. Do you know why the arm is under 800 tri-faces? It is very simple. The CLIENT (who wants this arm for his application) wanted it that way. Yep. You got it right. I simply followed directions. Personally, for less than 800 tri-faces I think the arm looks pretty good.

As far as the bicept/forearm comments: These I appreciate a lot more. Thanks, guys. However, I followed a decently built persons dimensions for this one and they are very close to the real thing in this case. I don't think I am going to change this one.

As far as the comments are it only being an arm ... well ... that is what it was meant to be. I guess I just see things differently. I was commissioned to do an arm for an FPS. I created an arm. With the restrictions handed down to me I thought it turned out pretty good and I thought I would give all of you a sneak peak.

I like it. The client likes it. I make a living creating this "boring" stuff and, well, that's that .


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Arm for First Person Game [Re: Dan Silverman] #89549
09/11/06 22:13
09/11/06 22:13
Joined: Mar 2004
Posts: 156
Shoebox Offline
Member
Shoebox  Offline
Member

Joined: Mar 2004
Posts: 156
hi,
looks very nice but the texture is a bit too smooth/blurry...(verwaschen?! korrigiert mich falls das nich stimmt^^)


-------------------------------- Engine:A7 Commercial 7.06 My Blog www.crime-zone.de --------------------------------
Re: Arm for First Person Game [Re: Dan Silverman] #89550
09/11/06 22:51
09/11/06 22:51
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline
Serious User
LarryLaffer  Offline
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
What's boring about a perfectly detailed low poly hand? It only goes to show me that Dan can pull off some great quality models with half the poly count that someone else might had needed. When i first saw that pic, i didn't thought it would be anything under 1000, so i'm really impressed.

Keep in mind this is a first person model which will be carrying a gun which adds more polygons to the sum. Since this model will be rendered at all times, one can never be too concerned about the poly count.

@Dan, just make sure the hand looks properly on a top down view(about where the eyes would have been) cause this is the only view the player is going to have on this model. The arms from some other hand models i've used before looked too squarish from that perspective, so that's pretty much all i'm worried about.

Cheers,
Aris

ps: if you want to track down how this model actually looks in-game, keep an eye for the Intense Ai demo that's coming up.


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Re: Arm for First Person Game [Re: LarryLaffer] #89551
09/11/06 23:33
09/11/06 23:33
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
Expert
Grimber  Offline
Expert
G

Joined: Sep 2003
Posts: 4,959
US
Dans low poly models generaly look far better than most modelers works that tend to be so high in poly count it becomes rediculos to even consider using them.

An arm is also a fresh model from the plethoria of guns posted each and every week that end up being usualy the same few models of guns over and over again ( pretty tired of Desert Eagles and they arn't that great of a handgun anyways)

as for the arm itself. i do think there is a preportion thing with the bicep to hand ( or mabey its the length of the arm isn;t long enough?)

I do know in modelers that persepctive on a 3D view isn;t always very reliable and can distort how a model looks. mabey a shot of it from the first person view rendered in engine?

Re: Arm for First Person Game [Re: Grimber] #89552
09/12/06 02:41
09/12/06 02:41
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
Quote:

As far as the comments are it only being an arm ... well ... that is what it was meant to be. I guess I just see things differently. I was commissioned to do an arm for an FPS. I created an arm. With the restrictions handed down to me I thought it turned out pretty good and I thought I would give all of you a sneak peak.





I hope you didnt take me the wrong way. I was simply stating that it looks like what its suppose to. Not that it was just an arm... For the poly count this is a damn good model. It has very nice detail and well as I said it looks like an arm.

If I had said it looked like a leg then I could see being offended. I meant no offence. In fact quite the oppisite. I really respect and admire your work and wish I could do half as good as most of your works. So again please dont take what I said as offensive.


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: Arm for First Person Game [Re: FeiHongJr] #89553
09/12/06 08:07
09/12/06 08:07
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I like it. This is a tough job. Not only the modelling, but unwrapping, painting and animating the arm and all fingers. I appreciate this.

Good job, Dan!


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