Charas-Project

Off-Topic => Archive => Gallery => Topic started by: DragonBlaze on February 02, 2006, 12:52:53 AM

Title: DB's 3D characters
Post by: DragonBlaze on February 02, 2006, 12:52:53 AM
Well I've been working a lot with making 3d gfx, and I think I'm getting the hang of it, though I still have a lot to learn and a ways to go. But as of now, I think I'll be adding some 3D movies to my game :)

This character here is the main character in my game. For those of you who have played my "A dragon's world" game in the past, this is DragonBlaze. Since then though, I've changed the name to Sry'yxhad, and the actual game is called SilverFire - The Shinro Gene, which will be a prequal to my SilverFire game.

This is my 2nd character I made thus far with Lightwave, and overall my 3rd attempt at making a model with it. So its not perfect. These are just 3 random poses I made. Before I can actually animate it, I need to do a bit more work with my bone structure, right now I have some key points that I can move that'll move whole parts of the body, however, when the points move, they act like magnets and repel eachother and distort the figure, so I gotta change that setting, then I'll be able to make actual animations and better poses.

EDIT: here is the animation I just whipped together, but don't expect anything too fancy since it is my first try at it: http://www.savefile.com/files/1864247





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Post by: oooog on February 02, 2006, 01:14:38 AM
Wow, thats pretty good, may I ask what you used to make those?
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Post by: DragonBlaze on February 02, 2006, 01:24:27 AM
I used lightwave 8.0 ;)
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Post by: Rikushinblade on February 02, 2006, 02:46:51 AM
impressive man thats neat...you make a online game :D its just a thought *slaps himself* thats really good
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Post by: Bluhman on February 02, 2006, 03:05:32 AM
Way better than I could do, but it looks a bit cartoony.
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Post by: Grandy on February 02, 2006, 03:10:24 AM
 Looks greatly great.
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Post by: Spike21 on February 02, 2006, 03:22:32 AM
Dear god my eyes are bleeding (in a good way(when is eyes bleeding good(i do not mean out of the pupil i meen the duck glands(is it duck or duct?)))) btw its really good

and how can you aford that
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Post by: DragonBlaze on February 02, 2006, 03:35:49 AM
I made an attempt at animating him :p, lets just say its uhh, interesting. Basically its just really really choppy. But I don't mind since its my first try. Anyway, if you want to check the avi out, you can get it here: www.savefile.com/files/1864247

 
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impressive man thats neat...you make a online game  its just a thought *slaps himself* thats really good


Well right now the only thing I'm capable of programming outside of rpg maker is etch a sketch and space invadors in qbasic. During the summer I hope to start working on an offline game with 3d gfx, depends if I get good enough at programming by then.

 
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    Way better than I could do, but it looks a bit cartoony.


Meh, thats as realistic as I can get right now :p, actually I may be able to add a few more effects when applying the textures, but nothing much. Once I get the hang of making gfx like this, I'm going to look into a program called zmapper which will help make my gfx look more realistic, or at least it should...

 
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and how can you aford that


Actually, lightwave is really cheap compared to other 3d animation programs such as maya and 3d studio max. But lets just say I'm trying this program out before I spend the money to buy it  ;)

Anyway, thanks everyone for your comments :)
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Post by: chocobomaster09 on February 08, 2006, 01:43:56 AM
it looks nice. Ive been also trying out the 3-d programs, tried out Maya 6.0, didnt get far... i'll look for that one. =D
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Post by: DragonBlaze on February 08, 2006, 04:46:24 AM
Yeah, I like lightwave a lot, though I do prefer maya. Somethings messed up though and I can't run it proporly on my computer, so I decided to use lightwave. Once you get used to the interface, its a good program. In like most programs where you right click to select stuff or drag to make a box to select stuff inside, you have to LEFT click in lightwave and instead of a box, you have to freehand draw around the points or whatever that you want to select. Theres a couple of other goofy things with it too :p

I've taken a break from 3d modeling for the time being. I'm back to working on my battle system. Once I'm done with that, I really really want to do things in my game. Right now the battle system is a big road block in my path, I can't do anything else until I get it done. But once I do, I should be able to rapidly progress in my game and get it a good 80 precent done in a few months and adding a few hours of game play.

Anyway, if you need any help with lightwave, you can ask me. I'm no expert with it, but I know the basics ;)
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Post by: Bluhman on February 08, 2006, 10:13:19 PM
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Originally posted by DragonBlaze

Meh, thats as realistic as I can get right now :p, actually I may be able to add a few more effects when applying the textures, but nothing much. Once I get the hang of making gfx like this, I'm going to look into a program called zmapper which will help make my gfx look more realistic, or at least it should...


It's not the textures, mind you, but mainly the head. I'd expect it to look more... Komodo Dragon-ish...?

 http://www.nhm.ac.uk/kids-only/museum/images/komodo-dragon-large_3179_1.jpg

That's NOT quite what I have in mind of how it should look, mind you, but it's the closest to what I'm thinking of.

EDIT: Actually, now that I'm looking at this page, the dragon in your avatar would work perfectly. Heck with my Komodo dragon-thing. Look closer at your avatar. I see many features on that face that are not true with your dragon's face.

Anyway, hope you get back to modeling stuff soon. Your work so far is prettyprettygood!
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Post by: DragonBlaze on February 08, 2006, 11:00:25 PM
Lol, well I know exactly what it's supposed to look like, its getting it to look like that is the problem. I got the extension of the eye brows, I got the indentation of the the uper part of the snout, I got the extension of the nostrals, I indented the eyes a bit and tried to make eye lids, I put a indentation between the two eye brows, and I extended the back of the head a bit. The thing is when you use a uniform texture like those scales, it tends to hide these details, if I could map and build the texture to the map, I could enhance the details instead.

But yeah, I know what your saying and I need more practice. :p

Heres the head of the model without and smoothing or texturing, and with the wireframe. You can see here that I at least attempted to add details  :p
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Post by: Moosetroop11 on February 08, 2006, 11:32:18 PM
Looks complicated. Just how we like it.
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Post by: Bluhman on February 08, 2006, 11:40:08 PM
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Originally posted by Moosetroop11
Looks complicated. Just how we like it.


That IS complicated... Or it might not actually be. How many polygons does it have?
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Post by: DragonBlaze on February 09, 2006, 12:11:59 AM
 
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Or it might not actually be. How many polygons does it have?


7251. Its a little more than I would have liked, but in a few places I had to use the triple command to do some things. The triple command basically divides all the polygons selected into 2 or 3 polygons. If I wouldn't have done this, I would have gotten errors when I tried to subpatch it or whatever. So yeah, it would have been down to 4000 or so if I wouldn't of had to turn all the rectangles into two triangles. It doesn't matter too much for making movies, but when I start making games with 3d models, I'll have to keep the polygon count down so the game won't lag at all.
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Post by: Bluhman on February 09, 2006, 12:18:24 AM
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Originally posted by DragonBlaze

7251.


That... is high... More than half of a LAVOS model, which is 13562 polygons...
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Post by: chocobomaster09 on February 13, 2006, 05:41:43 AM
hmmm..... sooo do you have to edit all those polygons?
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Post by: DragonBlaze on February 13, 2006, 09:10:59 PM
 
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    hmmm..... sooo do you have to edit all those polygons?


Well I usually don't do any editing in terms of polygons, rather I move around the points that make up the polygons. Mainly all I did 'editing' wise for the polygons was extrude/bevel them, but I don't really know if that counts as editing. Otherwise I did split a lot of polygons into triangles.

Anyway, when building a model, you usually start off with a very low quality and low polygon model. This way there is a ton less polygons to worry about when making the basic shape. After you have the basic shape, you subdivide the model or convert it to a metaface in lightwave. What that basically does is divides all the polygons into smaller polygons and smooths it out. Then you edit it more from there and add more detail. Subdividing the model is where most of the polygons come from. I subdivided that model once, and I subdivided certain blocky parts a second time. I could have subdivided it again and again untill there was a million polygons, but there really wouldn't be that much of a differance and it would lag my computer very badly.