New Donation Goal: Rigged, Textured Drawf Wariror
TheCubber has come back with another excellent model, this time a rigged, textured dwarven warrior. The goal for this is $130. From the email:
- Textured and rigged – 4 objects
- whole model 12 238 tris
- body 5400 tris, 2k tex*
- armor 4836 tris, 2k tex*
- cloth 932 tris, 1k tex*
- leather 1070 tris, 1k tex*
*tex - diffuse, specular, normal, ao, environment, sometimes paint :)
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The model is very easy to customize (those prevs where done only by tweaking some parameters :)
As usual, TheCubber's work speaks for itself, so without further ado, the preview images:
- bart's blog
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Comments
My one criticism is that, as nice as these look, they are not practical (yet) for games. They are too high poly. There needs to be low poly versions, but I guess somebody can do that using the Free-ed model.
I do have to agree with clrg. While this is clearly an awesome model, I do wonder what sort of project would be able to make use of it. But, then again, I really have little to no experience in 3-D game developement, so yeah.
I mean, it's nothing that a few LODs couldn't solve, but there's no LOD info in the post. :)
In all honsty, by the looks of the mesh screenshot, it looks fairly low-poly to me (at least by modern standards).
12k triangles are not so much, dependly of the game type: for RPG or FPS games (as not so many characters are show at the same time), 12k for characters are ok at a not so old video card (a Geforce 6600, for example)... But for a RTS game, for sure it is too much....
And obviously, it depends on how detailed the whole scene will be and what's the minumun requeriments target of the project that'll use it.
In time (and it also applies to the barbarian model) the texture seem kind strange for me....
@ clrg, Redshrike, bart
Hi thanx for comments :) I must agree with you – polycount is too high for rts or mobile phone games (for now...:P) but my goal was to make characters for „nextgen” 1st person rpg (like Gothic, Oblivion etc.) for people who want to make their games in a year or two :) (so they wouldn’t age so fast).
But it's a really good question – what kind of assets people who make game need the most?
P.s There are no LOD's – because I just didn't know what people need (that's why I gave 2k texture so anyone could resize form best quality).
Anonymous – yep I'm a poor texture artist, but I know that the only way to get better is to make one textured model after another :) Maybe you could be more specific about what is strange in the texture?
Really, there's a shortage of free higher-poly models in the FOSS world. Most of the models seem to aim for lower-spec machines (circa 2000 or so), which is fine, but it's good to have some models out there that look current in terms of their polycount.
@thecubber, my thoughts on the slightly "off" feel of the texture (just my $0.02, your work is better than anything I could do). I think what seems wierd to me is that the whole thing is too shiny (ie - reflection), and particularly that all parts of the model have the same reflection.
This is particularly the case with the skin on the arms and legs and the beard in this render. It's also the case for me with all the cloth elements (the skirt going down to his knees, for instance). It all shines the same as the metal armor, so the metal armor doesn't have a chance to stand out.
Also, you might try rendering at twice the size and then rescaling. In some places you get very sharp contrast that makes it difficult to make out the shapes. This is especially true around the hands. Rescaling will give you some anti-aliasing to smooth it out.
All I can say is pls try to get it in 2.49b .blend also if possible. Much love guys...
H-Hour – thanx for comment :) The problem with reflection is I don’t know how to make a reflection gloss map in blender :P (you can make for specular but how for reflection?). About rendering – all screens come for blender viewport (wanted them to be realtime), plain old printscreen :P but I see blender has an option for rendering an opengl preview, so next will be better :)
Here comes a question which’s bugging me lately – now I making everything to look good in blender, but maybe I should make things for some other realtime render? (UDK, Unity, Ogre… preferred something which works on linux :) ).
Anonymous
Ok I had to change bone offset (-1 -> -90) in Julius rig, and now it looks ok in 2,49 :)
http://img834.imageshack.us/img834/5931/blender249.jpg
thecubber - sorry, I used the wrong terminology. I think if you reduce the specularity of the skin/cloth material that will help. I don't know anything about Blender so I can't help, but I'm sure there are some good forums out there.
I think every game/renderer has its own quirks and most artists will need to do some tweaking of a model to get it looking good in their game. As long as you provide layers or source files for textures (as I think you did in the past) then an artist can tweak it as they need.
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^^ me
dont't know what is a "Drawf Wariror" ^^
I think a nice polycount is 8-10k for main characters. Some people even thinks that 6k is enough. Anyway, I wouldnt mind having your 12k model in my game. In my case, the Ogre exporter can generate the LOD levels.
can we get it in .ugh :) request a textured ugh!!
„can we get it in .ugh :) request a textured ugh!!”
How to make one? :) (is there any blender exporter to .ugh?)
I'm not familiar with .ugh. What modeler uses it?
fragmotion uses UGH
fragmotion can export to/import from a vast variety of formats, sort of like milkshape but more animation oriented.
I think in the foss game world a lot of people still work with old engines that use intermediate rendering -- Quake 123 for example.
On modern game engines with gpu vertex skinnnig, vertex buffer objects, deferred renderers, etc... triangle counts are much less of a bottleneck.
The characters in game like Mass Effect or Gear Of War 2 are often up to 20K triangles for the low resolution mesh.
Those numbers are easily going to double or even triple by the next console generation -- though to be honest, I don't know how high you have to go anymore, normalmap compression and memory consumption is more of an issue in current generation engines.
And as every generation of GPUs just keeps pushing more polygons I can easily understand why theCubber rather wants to aim a little too high then to have it look dated already in a few years.
Ps: turn of the specularity, use more soft lighting. Look up a clay renderer tutorial perhaps. The model looks great, but the renders are rather unsightly because of the extreme lighting and reflections.
Great work :)