Jan 23, 2007, 10:02 AM // 10:02
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#21
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Wilds Pathfinder
Join Date: Jul 2006
Profession: Mo/Me
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Ooooo...
I like... I like A lot!
You should totally do a Monk staff from the game. >.>
I love what you did with the Long Sword and Wingblade! They actually looke better than Tormented Weapons now! I do not jest...
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Jan 23, 2007, 11:47 PM // 23:47
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#23
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Desert Nomad
Join Date: Feb 2006
Profession: W/
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Omg....now that makes me want a Wingblade sword lol. Nice work, I love your behind the story on how it was made.
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Jan 24, 2007, 04:52 AM // 04:52
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#24
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Krytan Explorer
Join Date: Jan 2006
Location: Gold Coast, Australia.
Guild: Overclockers Australia [OCAU]
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Quote:
Originally Posted by Citadel Runner
No, there is no photoshop at all here. The model is a completely new computer object built to look like the gw longsword. Notice it is much higher resolution and not exactly the same. This means I can animate it, and change it easily and quickly, now that it is made. I will animate it later and ad it to this post.
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When I was referring to photoshop, I meant for this picture. Not your model (which is extremely impressive).
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Jan 25, 2007, 06:41 PM // 18:41
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#25
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Krytan Explorer
Join Date: Dec 2005
Location: In a Black Hole
Guild: less
Profession: E/
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Quote:
Originally Posted by Citadel Runner
No, there is no photoshop at all here. The model is a completely new computer object built to look like the gw longsword. Notice it is much higher resolution and not exactly the same. This means I can animate it, and change it easily and quickly, now that it is made. I will animate it later and ad it to this post.
Slightly longer, and with no "bite marks". LOL. I like the bite marks!! Looks "used"
Also, I modeled a TALL SHIELD...
Working on my next project: Wingblade Sword.... coming soon
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whoa man cool renders,
but i have to agree with the "others",
a shiny sword is much better than a used one, having a sword that is notched and beaten is somthing you want to have after you have loped somones head off after a fight to the death.
the bitten affect much more suits the shield, due to a shields construction, and i have to say i am a BIG fan of the texture on the grip, it looks positivlely grippable!.
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Jan 25, 2007, 07:31 PM // 19:31
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#26
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Desert Nomad
Join Date: Jan 2006
Location: The Netherlands - Hattem
Guild: [RR]
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Nice ones!
I have a small piece of advise on notched swords, if u notch em, make some notches really deep and less of the small ones (keep some in, but don't cover them with it)
Its a bit less realistic but looks more used on tough enemies..
Btw I'm not sure about it, but thats what I think ^^
Nice work, keep it up!
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Jan 26, 2007, 04:46 PM // 16:46
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#27
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Jungle Guide
Join Date: Dec 2005
Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
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wow, very nice. I'm wondering what you could do with a Spinal Staff... /drool
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Jan 29, 2007, 05:26 AM // 05:26
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#28
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Krytan Explorer
Join Date: Feb 2006
Location: New York
Guild: Vanquishing Memories [VM]
Profession: Mo/Me
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awsome...simply awsome. You could make some insane amounts of money if you did stuff like this only for peoples characters. Keep up the great work
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Jan 29, 2007, 05:46 AM // 05:46
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#29
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Desert Nomad
Join Date: May 2006
Profession: N/
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Fantastic Work! I'm going to have to start doing the same thing now that I am in college learning Maya. It looks like good practice.
From the untextured renders, it looks like you placed the texture into the handle itself (the wrap) where a bumpmap may work better for poly counts. Then again, these aren't "ingame" material with the current gaming and rendering technology available, so it doesn't really matter.
@ Jesse: Characters are much harder and take much longer to create, simply because they are organic. This is slightly offset by the fact that they would not have to move, but it is still a time consuming and complicated process. Given the creation time, a single character would probably cost upwards of 300k!
Who knows, maybe Cit is a generous person! :P
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Jan 29, 2007, 06:31 AM // 06:31
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#30
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Frost Gate Guardian
Join Date: Sep 2005
Guild: LBS:The Runners Academy
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Quote:
Originally Posted by Kaida the Heartless
From the untextured renders, it looks like you placed the texture into the handle itself (the wrap) where a bumpmap may work better for poly counts. Then again, these aren't "ingame" material with the current gaming and rendering technology available, so it doesn't really matter.
@ Jesse: Characters are much harder and take much longer to create, simply because they are organic. This is slightly offset by the fact that they would not have to move, but it is still a time consuming and complicated process. Given the creation time, a single character would probably cost upwards of 300k!
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Maya is a similar, perhaps even better, program. The wrap on the handles of both swords is a separate object. The wrinkles in the hide and the color are textures. The runes on the Wingblade sword are bumpmapped, but on the longsword are actually modelled in. I have no concerns over polygon count on these models.
Awesome video of the Wingblade Sword with electrical shocking energy (its a shocking sword, right?) coursing through it coming soon!
test frame....
Thread continues here...........http://www.guildwarsguru.com/forum/s...php?t=10113239
Last edited by Citadel Runner; Feb 01, 2007 at 06:04 AM // 06:04..
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Jan 29, 2007, 08:44 AM // 08:44
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#31
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Desert Nomad
Join Date: May 2006
Profession: N/
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Ahhhh, okay. Just checkin. Everything is still a huge learning experience for me. :P
Can't wait to see the video!
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