Fate of Io
Ko 3D illustration(WIP)
2002/11/08 05:40:27 PST by 3Der [0/7]
Edited by Temporal at 2002/11/08 09:31:53 PST

try imagining him with hair :) I went for the ff9 anime style and tryed not to ruin the illustrators design so much. only the middle of the eye is textured(the iris or whatever you call it). the texture was borrowed from a site off the web, this is only temporary however as i plan to make my own texture from scratch(which hopefully will be better and green).

Please comment and critic:
http://www.geocities.com/opengateaway/index.html

2002/11/09 05:12:56 PST by Morpheus [0/5]

nice, very nice. Not much else I can say besides that. Wicked work.

2002/11/09 21:22:34 PST by Temporal [manager]
[Temporal's avatar]

Hmm... well, it certainly looks nice, but there's other factors to consider here.

The detail level needs to be reduced, big time. I don't think we can afford to spend polygons on the eyebrows... the ears should be no more than 10 polies total (if that)... etc. Eyebrows can be textured on, as can all the minute facial details.

And, yes, I know I said we could do dynamic LOD via NURBS and mesh reduction (this is all assuming we do 3D, of course), but that doesn't mean we should be making excessively detailed models... If you put in too much detail, the algorithms will have a hard time reducing it.

For example, reducing NURBS is easy until there's only one polygon per NURB patch left, at which point it becomes much harder... the lowest detail level the engine will use would be used when the character is very far away, so it should be very low detail... certainly not so high as to be spending polygons on ears. As for mesh reduction, it should be able to reduce the model alright, but it will cause some distortion, especially if you start with excessive detail levels... so if you are going with meshes, try to model at the highest level of detail that will actually show up in the game... like, on a close-up of a character's face... Well, I know that all depends on how much detail we decide the game should have, which in turn depends on what sort of hardware is available when we finish it, which at present no one really knows. But... yeah... use your judgement.

Maybe you are just playing around, in which case feel free to continue... I'm just saying that if you intend for us to actually use this in the game, you're going to have to make some drastic reductions... it would probably be best to use lower detail from the start.

2002/11/09 21:24:25 PST by Temporal [manager]
Edited at 2002/11/09 21:25:11 PST
[Temporal's avatar]

Oh, and BTW, you should really post these things in the illustration section. This section is more for character profiles and personalities. Later on, I'll add a feature allowing us to cross-link art and music submissions with story nodes, but for now these things should stay in the graphics section...

(I would just move the topic there, except that at the moment that ability has not been coded in...)

2002/11/09 23:20:34 PST by 3Der [0/7]

I tried posting it in the illustration section, however it wouldnt let me post a new topic unless i upload something. And since it wasnt totally complete I didnt think I should upload it.

And no, this isnt a low poly mesh. and it wasnt made to be polyreduced either. Personally I don't like the polyreduction tool,I think you can make better models manually as you can choose certain parts to have more polyogons then the rest. I intended to make a low resolution mesh after I knew how many polyogons it should be in. I'm figuring about 2500(or even more) polyogons for the main characters by the time this game gets done.

2002/11/10 10:51:54 PST by Temporal [manager]
[Temporal's avatar]

The submission system lets you upload new versions when you have them.

2500 polies will definately be doable. Probably even more, actually...

2002/11/11 10:59:30 PST by 3Der [0/7]

Have added hair,although there's something I don't like about it...maybe its the cg look.. hopefully the textures should take care of that.

I didnt know how to make the side hair because the illustration is contradicting,its short on one side and then spikey on the other:(. What you see is what i came up with,i can make hair stick out later once the hair is rigged,but it won't be sticking out below the "long hair line" unless i make the side hair longer, but if i do how will i make the back?. The link is the same as above,comments and critque appreciated.

Note:I will fix that dent in the back of his neck later

2002/11/11 11:44:00 PST by Alex [0/0]

Good model, 3Der. I like it.

2002/11/11 12:31:42 PST by Morpheus [0/5]

Very nice.

2002/11/12 00:14:39 PST by 3Der [0/7]

Thanks for all the comments :) I'll start on the body the next time I'm free.

2002/11/12 13:49:54 PST by mystik3eb [0/43]
[mystik3eb's avatar]

I like it alot (really, it looks awesome!), but also be paying attention to the Current Mechanics topic in the gameplay node before you get too much into this. Also I'm gonna have to agree in saying that this should've been in illustrations ;)

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