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Ninja Sword #68210
03/25/06 14:35
03/25/06 14:35
Joined: Nov 2003
Posts: 1,267
ef
C
Christoph_B Offline OP
Serious User
Christoph_B  Offline OP
Serious User
C

Joined: Nov 2003
Posts: 1,267
ef
hi,

don't know why i'm giving away so many models in the last weeks^^

here is a ninja sword, skinned.


Maya 7 rendered (mental ray):



Ingame (Ogre 3D Engine):



Model Properties:





DOWNLOAD

DOWNLOAD NINJA SWORD


have fun and tell me how you like it,

chris



EDIT: ah, and before people start claiming that i did something wrong with the shape, here is the original:



Last edited by Christoph_B; 03/25/06 14:41.
Re: Ninja Sword [Re: Christoph_B] #68211
03/25/06 19:23
03/25/06 19:23
Joined: Oct 2003
Posts: 2,881
United Kingdom
Tozzy Offline
Expert
Tozzy  Offline
Expert

Joined: Oct 2003
Posts: 2,881
United Kingdom
Really nice sword Christoph_B! You painted the skin yourself right? It looks good. However, specs aren't good I'm afraid because the skin isn't square and is far too wide. 1024 width is excessive and for that size, you could have included a lot more quality which is lacking. My swords use 256x256 and I think they have the same level of quality in terms of resolution. Still, good work there and kind of you to contribute for free nevertheless .

Also, the bitdepth is 24bit, not 16bit . How come your MED model properties box is different to mine? Where is your skin size info (oh it's cause it's Ogre 3D Engine)?

Re: Ninja Sword [Re: Tozzy] #68212
03/25/06 20:48
03/25/06 20:48
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Nice ninja sword Christof_B.
It's looks great in the engine and the skinning
is good.
About the sword, it could use more pointy,
sharpy end if you ask me but as you said,
you made it look like the picture which looks
quite good.

Great job


Antec® Case
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Re: Ninja Sword [Re: frazzle] #68213
03/25/06 21:11
03/25/06 21:11
Joined: Nov 2003
Posts: 1,267
ef
C
Christoph_B Offline OP
Serious User
Christoph_B  Offline OP
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C

Joined: Nov 2003
Posts: 1,267
ef
thx, and because you are so nice , you get another (quick) model, a medieval one:

256x256 square 16 bit color skin to make tozzy happy


Maya rendered (mental ray):




Ingame (Ogre 3D Engine):




Properties (it's the current med's properties window):





DOWNLOAD

DOWNLOAD MEDIEVAL SWORD


sef
Re: Ninja Sword [Re: Christoph_B] #68214
03/25/06 21:43
03/25/06 21:43
Joined: Oct 2003
Posts: 2,881
United Kingdom
Tozzy Offline
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Tozzy  Offline
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Joined: Oct 2003
Posts: 2,881
United Kingdom
Quote:

256x256 square 16 bit color skin to make tozzy happy




Really nice sword again Christoph_B! You painted the skin yourself again right? It looks good. However, specs still aren't good I'm afraid because you could have reduced the skin to 128x128 with the existing level of quality. Both sides of the model use the same texture so you had no need to paint this twice. For that size, you could have included 2 times more quality. Still, good work there and kind of you to contribute for free nevertheless .

Tip: Never waste space on a uv map!

Re: Ninja Sword [Re: Tozzy] #68215
03/26/06 09:59
03/26/06 09:59
Joined: Nov 2003
Posts: 1,267
ef
C
Christoph_B Offline OP
Serious User
Christoph_B  Offline OP
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Joined: Nov 2003
Posts: 1,267
ef
yeah, i thought about mapping overlapping uvs, but i have to get used to make a clean uv map because you need it when making normal maps.

and yes, i painted both skins in photoshop.


sef
Re: Ninja Sword [Re: Christoph_B] #68216
03/26/06 15:47
03/26/06 15:47
Joined: Oct 2003
Posts: 2,881
United Kingdom
Tozzy Offline
Expert
Tozzy  Offline
Expert

Joined: Oct 2003
Posts: 2,881
United Kingdom
Quote:

yeah, i thought about mapping overlapping uvs, but i have to get used to make a clean uv map because you need it when making normal maps.




There's nothing wrong with your map, apart from the fact you wasted space there . You could still use normalmapping even with overlapping UVs so I don't see there should be a problem . You're doing well, more on the painting part.

Re: Ninja Sword [Re: Tozzy] #68217
03/26/06 16:13
03/26/06 16:13
Joined: Nov 2003
Posts: 1,267
ef
C
Christoph_B Offline OP
Serious User
Christoph_B  Offline OP
Serious User
C

Joined: Nov 2003
Posts: 1,267
ef
no, when having overlapping uvs the normalmap gets distorted. trust me, i've tested it


sef
Re: Ninja Sword [Re: Christoph_B] #68218
03/26/06 16:47
03/26/06 16:47
Joined: Oct 2003
Posts: 2,881
United Kingdom
Tozzy Offline
Expert
Tozzy  Offline
Expert

Joined: Oct 2003
Posts: 2,881
United Kingdom
Ah ok . I'll have to remember this for when I do any normal mapping. I've never used normal mapping before so I don't know about things like that. I just presumed . Thanks for that info .

Found this on google (not that I don't trust you; just wanted to see what it said about distortion ):

Quote:

Overlapping UVs will cause horrible artifacts and actually make the normal map calculation take much longer.




So yep, you're right .

Re: Ninja Sword [Re: Tozzy] #68219
03/26/06 17:42
03/26/06 17:42
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Nice sword Chritof_B, this one looks
more dangerous than the other one


Antec® Case
Intel® X58 Chipset
Intel® i7 975 Quad Core
8 GB RAM DDR3
SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB
NVIDIA® GeForce GTX 295 Memory 1795GB
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