Castlevania Dungeon Forums

The Castlevania Dungeon Forums => Fan Stuff => Topic started by: Crimson_Curse on April 18, 2012, 07:58:24 PM

Title: My 3d Models.
Post by: Crimson_Curse on April 18, 2012, 07:58:24 PM
I just remembered I made some castlevania 3d models last year!
They are bad... But I'm an amateur so I guess you could say that they could be worse. I can clearly see some things that I could have changed. And for the most part they are low poly. That stage was supposed to be the confession room from sotn :3
Here are the pictures :

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.image-share.com%2Fupload%2F1426%2F223.jpg&hash=8cdc2c5f987b65c08474ca5f6e5925e96d8eb298)
Title: Re: My 3d Models.
Post by: Lumi Kløvstad on April 18, 2012, 08:12:23 PM
Not bad! Not bad at all! You could probably use them in a N64 or a DS game and no one would be able to tell the difference.

So well done. Well done indeed!
Title: Re: My 3d Models.
Post by: Las on April 18, 2012, 08:22:19 PM
Wow that's impressive. I totally see what you did their. They look nice!
Title: Re: My 3d Models.
Post by: Crimson_Curse on April 18, 2012, 09:23:37 PM
Thanks guys! :3
Title: Re: My 3d Models.
Post by: Aridale on April 19, 2012, 01:44:45 AM
not entirely horrible. mostly texture issues and uv mapping but not a bad start. way too low poly to be of any use for anythin other than lowest lod meshes these days tho
Title: Re: My 3d Models.
Post by: VladCT on April 19, 2012, 01:54:12 AM
Huh, looks like something you'd expect to see in a PS1 game.
Title: Re: My 3d Models.
Post by: Crimson_Curse on April 19, 2012, 02:34:49 AM
Yeah they are really low poly. Luckily I didn't made any of them to be part of any game. But I actually made the excalibur and positron rifle for GTA:SA LOL It was a lot of fun
Title: Re: My 3d Models.
Post by: Chernabogue on April 19, 2012, 05:04:47 AM
I know how 3D can be hard and I can only say "Very good job" to you! :)
Title: Re: My 3d Models.
Post by: uzo on April 19, 2012, 11:13:31 AM
Low poly is fine. In fact that's the best practice you can get. Similar to limited color palettes for sprites, it teaches style, restraint, and working with limitations.

Even in today's high poly games, artists need to strive to be as low poly as possible for what they're representing. The lower poly count, the more objects you can have rendered in a frame.

Look at some high end PSP games like Dracula X Chronicles, Megaman Powered Up, Maverick Hunter X, and Final Fantasy Dissidia. Their models are incredibly low poly for their looks. Texture mapping plays a huge role in how well the model looks, giving details and shaping techniques that you don't need to waste polygons for.
Title: Re: My 3d Models.
Post by: Crimson_Curse on April 19, 2012, 01:15:26 PM
Yeah speaking of the modern 3d games. What makes it look so better than the old games for me is how they make the  textures and how they use special effects. A good shade makes everything look more profissional.

And it looks like fun to make a 2.5d game like DXC :3
Title: Re: My 3d Models.
Post by: darkmanx_429 on April 20, 2012, 06:52:12 PM
I would like to see the wireframes and know a poly or tri count. They look good at first glance. What 3d program did you use to make them with?
Title: Re: My 3d Models.
Post by: uzo on April 20, 2012, 07:08:56 PM
There is no such thing as a 'poly' count. It is always tri's. Simply because, you can make any polygon out of triangles. Graphic cards render only triangles, and build other shapes with them.
Title: Re: My 3d Models.
Post by: darkmanx_429 on April 20, 2012, 11:22:36 PM
There is no such thing as a 'poly' count. It is always tri's. Simply because, you can make any polygon out of triangles. Graphic cards render only triangles, and build other shapes with them.
What?! You can model with polygons. You are right about the tri's when referring to game engines. What I was referring to was enabling the statistics in his respective 3d program and yes, it does have a poly count. In Maya: Display=Head's Up Display=Poly Count. Max: veiwport config dialogue box=statistics=total selection. In max, it counts polygons as triangles. In Maya, it counts polys as n sided faces a more true def of a polygon...not to be argumentative this is how it's taught to me and I am currently in the industry.
Title: Re: My 3d Models.
Post by: Crimson_Curse on April 21, 2012, 03:25:19 AM
I made them with 3ds max 9 :3 Its a nice program, if only I knew how to use it in a good way
Title: Re: My 3d Models.
Post by: uzo on April 21, 2012, 12:09:12 PM
What?! You can model with polygons. You are right about the tri's when referring to game engines. What I was referring to was enabling the statistics in his respective 3d program and yes, it does have a poly count. In Maya: Display=Head's Up Display=Poly Count. Max: veiwport config dialogue box=statistics=total selection. In max, it counts polygons as triangles. In Maya, it counts polys as n sided faces a more true def of a polygon...not to be argumentative this is how it's taught to me and I am currently in the industry.

Ah, I see what you mean now. Though the fact remains that all "n sided faces" are made of tri's in any 3d environment. That is just how 3D rendering works, game engine or no game engine. When you "model with polygons" you are modelling with groups of tri's. Any poly count is purely calculated data, based on the model's tri's and configuration. I can't actually see a use for it other than for simple curiosity. Ultimately, the data is useless especially in terms of memory management, since tri's are all that matters there.

Also, just being in the industry doesn't entitle you to be the know it all. I've met many people during my time at Activision that just don't know what they are talking about. No profession is exempt from this.
Title: Re: My 3d Models.
Post by: darkmanx_429 on April 21, 2012, 10:10:56 PM
Ah, I see what you mean now. Though the fact remains that all "n sided faces" are made of tri's in any 3d environment. That is just how 3D rendering works, game engine or no game engine. When you "model with polygons" you are modelling with groups of tri's. Any poly count is purely calculated data, based on the model's tri's and configuration. I can't actually see a use for it other than for simple curiosity. Ultimately, the data is useless especially in terms of memory management, since tri's are all that matters there.

Also, just being in the industry doesn't entitle you to be the know it all. I've met many people during my time at Activision that just don't know what they are talking about. No profession is exempt from this.
I never said that I knew it all, I just was mentioning that this is how it has been taught to me currently. Glad you see what I meant now. It's a learning proces for all and I will take all the constructive criticism I can get...everyone can learn something new from time to time...