Saturday, 20 March 2010
My first ART post.
Road Barrier
You know them barriers which are at the sides of roads, especially motorways?
well i decided that they would look good in a post Apocalyptic game , you know , sticking out of the desert.
so here i made one. i tried getting it as low as i could polygon wise:
and in Wireframe:
well i decided that they would look good in a post Apocalyptic game , you know , sticking out of the desert.
so here i made one. i tried getting it as low as i could polygon wise:
and in Wireframe:
Just a little bridge.
Going back to the jungle theme , i had seen some other piece of work which was based on a jungle and included a bridge. i thought to myself " that bridge looks really awesome " so i decided to make it but also at the time i was playing on Warcraft III so i decided , maybe i could combine them? this jungle bridge but in a warcraft kind of graphical way.
here is the results:
and the bridges with different Sizes:
here is the results:
and the bridges with different Sizes:
Wednesday, 24 February 2010
Sunday, 21 February 2010
Bamboo time
So recently i came back from disneyland paris and noticed that there 'adventureland' area was almost a tropical jungle. I decided to take note of the plants they had growing there. Mainly it was bamboo, ferns and palms oh and palm ferns. Well i had already made a fern for everyone so i decided, why not make some bamboo?
So first to start off im going to use milkshape for this one , since it is low poly modeling and milkshape is easy to use when making small things.
using the cylinder tool i made the base. 5 stacks , 10 slices.
just like so , i also added some curve to it by selecting the vertices and rotating and moving them.
ok now we need to add the leaves to it.
for this we use a simple 1 by 1 plane. like so.
ok now im going to cover the top half with them.
ok now that's sorted for a bit. im going to save and make the texture.
The texture.
OK so many people paint their own which is the best way to do it. The only problem is that it is very time consuming.
instead im going to make my texture from a photo.
i just randomley searched bamboo in google and picked up this one.
from here http://daddylonglegstilts.com/wp-content/uploads/bamboo1-800x563.jpg
the reason i picked this particular image is because of a straight piece in the bamboo.
after using photoshops polygon lassoo , i took out the piece. rotated it. duplicated it and made a green square in case the UV map doesn't fully fit. So this is what i have so far.
note that there is a white part , that is transparent. It just doesn't show in .jpg's
ok lets have a look at this on our model.
I dont think that is too bad considering that it is rendered using milkshape and that it has no maps yet.
ok now for the leaves.
once again a bit of google image searching gave me this.
thanks to http://melissaweaverlmt.com/images/bamboo-leaves.jpg
a quick magic wand tool and delete gave me my leaves and then i just copied and pastes onto the current map we have.
//////////////////////////////////////////:@/////////////////
ok milkshape just threw an exception for some strange reason and is now saying that my save file is corrupt. Never mind , i have just remade another bamboo plant.
/////////////////////////////////////////////////////////////
ok now , here is what i have made.
it should hopefully look a lot better when rendered with shaders/maps and in an advanced program.
So first to start off im going to use milkshape for this one , since it is low poly modeling and milkshape is easy to use when making small things.
using the cylinder tool i made the base. 5 stacks , 10 slices.
just like so , i also added some curve to it by selecting the vertices and rotating and moving them.
ok now we need to add the leaves to it.
for this we use a simple 1 by 1 plane. like so.
ok now im going to cover the top half with them.
ok now that's sorted for a bit. im going to save and make the texture.
The texture.
OK so many people paint their own which is the best way to do it. The only problem is that it is very time consuming.
instead im going to make my texture from a photo.
i just randomley searched bamboo in google and picked up this one.
from here http://daddylonglegstilts.com/wp-content/uploads/bamboo1-800x563.jpg
the reason i picked this particular image is because of a straight piece in the bamboo.
after using photoshops polygon lassoo , i took out the piece. rotated it. duplicated it and made a green square in case the UV map doesn't fully fit. So this is what i have so far.
note that there is a white part , that is transparent. It just doesn't show in .jpg's
ok lets have a look at this on our model.
I dont think that is too bad considering that it is rendered using milkshape and that it has no maps yet.
ok now for the leaves.
once again a bit of google image searching gave me this.
thanks to http://melissaweaverlmt.com/images/bamboo-leaves.jpg
a quick magic wand tool and delete gave me my leaves and then i just copied and pastes onto the current map we have.
//////////////////////////////////////////:@/////////////////
ok milkshape just threw an exception for some strange reason and is now saying that my save file is corrupt. Never mind , i have just remade another bamboo plant.
/////////////////////////////////////////////////////////////
ok now , here is what i have made.
it should hopefully look a lot better when rendered with shaders/maps and in an advanced program.
Saturday, 20 February 2010
Fern
ok so recently i have been experimenting with opacity to make foliage.
here is a quick fern i did. (these shots were rendered in blender and print screened)
The main use when using opacity is to cut down on polygons. If i was to have made this completely of polygons , including each individual leaf indent, the numbers would be too high for use in a real-time application. instead i made this fern like so:
After a quick mess around with alpha maps , i made a simple plane and turned on transparent shadows which allows the shadows to be generated by the texture instead of the model, like so:
Notice it only has 160 faces in total. The texture uses an alpha map to tell which part of it is transparent.
The Alpha map consists of black and white.
black is transparent.
white is opaque.
simple really.
here is a quick fern i did. (these shots were rendered in blender and print screened)
The main use when using opacity is to cut down on polygons. If i was to have made this completely of polygons , including each individual leaf indent, the numbers would be too high for use in a real-time application. instead i made this fern like so:
After a quick mess around with alpha maps , i made a simple plane and turned on transparent shadows which allows the shadows to be generated by the texture instead of the model, like so:
Notice it only has 160 faces in total. The texture uses an alpha map to tell which part of it is transparent.
The Alpha map consists of black and white.
black is transparent.
white is opaque.
simple really.
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