View Full Version : Challenge #19 Low Poly Halloscream - Chris Holden
10-22-2005, 03:08 AM
After a few beers I thought I'd shit one of these out so here we go: 300 triangles, 2x128x128 and 1x32x64 hand painted textures total for character and scene. Probably one hour for the whole thing. Just goofin off in the middle of the night, hell, hadn't touched maya or photoshop in three weeks, yum.
10-23-2005, 09:28 PM
just a suggestion. You could shave some polys off the hands and add some small candles around the character /images/graemlins/smile.gif Maybe he's doing a ritual.
10-27-2005, 07:34 PM
Since the last one was kinda drunken sloppy I made another one. Again, about one hour, hand painted textures, etc.
typo, minus 32x96 that is.
10-27-2005, 10:24 PM
Here we go again
wanted to use 8 legs, but the polycount didn't, thus the name gimmick.
10-27-2005, 10:32 PM
You have geometry on the back of the legs. take that out and make eight. :P
10-28-2005, 04:11 AM
Ok got everything together,
Later (if I stay up longer), or tomorrow, I'll assemble them all together in a lovely scene.
10-28-2005, 09:18 AM
Cool, I like all the new ones, but especially the Wolflord is neat.
Kick ass Cholden, the spider is my favorite.
All these graphics we're making now remind me of playing Medievil on Playstation. Such a wonderful game. Brings a tear to my eye...
10-28-2005, 02:03 PM
Cool, the enviroment definatly looks like something out of a N64 or PS fantasy hack 'n slash. But I have to annoy you with the same question again Chris. How do you tile your texture over a plane object when the texture in question is made up of different types (brick, fence...). I have no problem tiling a a texture when it's only one type of material, such as the grass texture on the right...but I really hope I can get a small tutorial of something about this because I wasn't aware that this is possible to do /images/graemlins/smile.gif.
Cubik, it's a really simple process.
Apply seperate materials to each plane that uses a different texture. Or you could use multi sub object material.
Under the bitmap paramaters for each material, turn on Cropping/Placement. Just hit the apply tick, then go to view image and arrange the crop gizmo over the tile you want to use. Then set the U and V tiling to whatever you need.
10-29-2005, 01:40 AM
Wow, the old U and V tile, had forgotten that they even existed. But how does this actually work? How can a game engine know what part of the texture you want to use? Anyway, a great big thanks, this works great! I'm just a bit ashamed that I didn't know about this already, this will really help me with my enviroment texturing.
10-29-2005, 04:51 AM
Cubik: it's easy! I floated a few of my alpha plane decals so you can have a closer look here:
These work the same as signs, alpha'ed pipes, blood splats, impact damage, scorch marks, etc. and can be found in almost any 3d game. This technique is used heavily in console games where resources are, generally, used with more disgression. Slum also explained the other technique if you can't float a few polygons. Hope this help, if it's still buggin' ya, you can always PM me, and I'll tell you the same thing worded slightly different. /images/graemlins/wink.gif
Thanks for the kind words everyone. Shit I still have to assemble these into a scene. I'll do that now...
10-29-2005, 05:24 AM
10-29-2005, 05:36 AM
cool it's a halloween furcon booth
10-31-2005, 06:58 AM
That really came together well. I think the portal is hypnotizing me.
10-31-2005, 09:26 AM
The 6 legged spiders are cool. And the portal is a nice effect.
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