Lugaru 2...
I have one: Its a potion bottle. I made it in a coupple of minutes
yah, i know. I'm going to smooth it out with sibdivs.
Hope you like it! I have it in EPS. EPS works with EVERYTHING... so... yah.
Turner should drink it and get health... kinda like in Zelda (OOT). I dont like that you cant recover health in the first one .
-Nick D.
yah, i know. I'm going to smooth it out with sibdivs.
Hope you like it! I have it in EPS. EPS works with EVERYTHING... so... yah.
Turner should drink it and get health... kinda like in Zelda (OOT). I dont like that you cant recover health in the first one .
-Nick D.
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- Twitch
- Posts: 259
- Joined: Fri Jun 23, 2006 6:40 am
- Location: Australia, VIC, Melbourne
- Contact:
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- Twitch
- Posts: 259
- Joined: Fri Jun 23, 2006 6:40 am
- Location: Australia, VIC, Melbourne
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I don't think anyone would expect actual liquid to spill out if it did. Also, if there is going to be some kind of healing elixir inside, it would look even worse if there was nothing in there at all.Mike_Cuzins wrote:cool! also one other thing, get rid of the liquid inside
because if the thing tips up it will look a bit wierd...
Maybe just add a cork in the top instead.
Hey what's a subd?
How do you use colored models like this that's all reflective and stuff. Does the engine do all that refletion and specular lighting stuff or does it just mean it is compatible with it.
I think I just don't get what Sectaurs is explaining, Are the models supposed to be unsmoothed, untextured, what exactly? It looks like everything should be gray from what we've seen of recent models. They've been textured just recently.
Oh, and I think if you do a potion like this, you should try making it more jazzy. Instead of a basic shape like a normal potion, try putting some curves into the base and stuff, maybe have interesting ripples along the neckline. Perhaps a metal band across it or some imbedded embroidery in it would spice it up. Try going away from something original when you do special objects like potions, simple stuff is for boxes and rocks. If you want to do something important like this, make it hip! You're aren't just creating simple background objects and house hold items, you're trying to make a potion
Is there a reason for the stuff in the middle? Is it coloring or did you actually put an object into it? I think something like this should be empty so they can decide what to put into it.
How do you use colored models like this that's all reflective and stuff. Does the engine do all that refletion and specular lighting stuff or does it just mean it is compatible with it.
I think I just don't get what Sectaurs is explaining, Are the models supposed to be unsmoothed, untextured, what exactly? It looks like everything should be gray from what we've seen of recent models. They've been textured just recently.
Oh, and I think if you do a potion like this, you should try making it more jazzy. Instead of a basic shape like a normal potion, try putting some curves into the base and stuff, maybe have interesting ripples along the neckline. Perhaps a metal band across it or some imbedded embroidery in it would spice it up. Try going away from something original when you do special objects like potions, simple stuff is for boxes and rocks. If you want to do something important like this, make it hip! You're aren't just creating simple background objects and house hold items, you're trying to make a potion
Is there a reason for the stuff in the middle? Is it coloring or did you actually put an object into it? I think something like this should be empty so they can decide what to put into it.
its short of subdivided. Its a feature inside the modelling program that divides each polygon n amount of times. It is used in cinematics to make things smooth and realistic. So that flask could easily have 100,000 triangles, which wouldn't be very smart to have in-game.
The different textures, specularity and opacity is also all controlled in the rendering software. David is writing the engine to use shaders that will reproduce the look, although the manner it is done and the assets needed to do it will differ.
So while its a fine model, it is not a game model.
The different textures, specularity and opacity is also all controlled in the rendering software. David is writing the engine to use shaders that will reproduce the look, although the manner it is done and the assets needed to do it will differ.
So while its a fine model, it is not a game model.