Tool Shed--Game model.

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Tool Shed--Game model. // Image Gallery

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Post by KeithC // Apr 11, 2006, 4:03am

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Here's a little thing I cooked up the other day (it's also available for download on our site for free).


-Keith

Post by KeithC // Apr 12, 2006, 2:38am

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Ok, thanks for the feedback everybody.

Post by hultek43 // Apr 12, 2006, 3:32am

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You're welcome; It was nothing ;)

Post by KeithC // Apr 12, 2006, 11:27am

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Thanks for the support;) I guess I'm gonna have to do some kind of rendered image to get any response around here. Oh well.

Post by brianalldridge // Apr 12, 2006, 5:03pm

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If youmake a perfect image you will get no response:jumpy:

Post by W!ZARD // Apr 12, 2006, 6:26pm

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Hi Keith - before you shed a tear over the lack of feedback perhaps Brians comment will shed some light on your issue ;) .


I'm not sure what type of feedback you are looking for here.


I guess the only real feedback that I can offer is that your garden shed looks nice. I don't want to lead you up the garden path but I imagine that most tS users would be happier to build their own garden sheds than use someone elses - feel free to correct me folks.


Perhaps Poser users who often tend not to model their own stuff to the same extent as tS users would be better able to offer some comments (apologies to both Poser and tS users for the sweeping generalisations).


Perhaps if your shed was set in a scene it would generate a greater response?


A snake can shed it's skin but you have skinned a nice little shed here.;) ;)

Post by KeithC // Apr 13, 2006, 1:27am

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Yep, it's what I've figured here, Wizard. If your models aren't in some sort of rendered scene, then it doesn't really matter. As far as the model being up for free; I put that there as some were getting previous models to mess around with. That's why I didn't bother trying to market the afore-mentioned WW2 pack here, because everybody here can already make this stuff, and most people here aren't interested in game media anyway.


Normally I would post this sort of thing in the GameSpace forums, but there is almost Zero activity there these days. I was looking for any feedback about the model. I got quite a bit of feedback when I posted my gas cylinder model when these forums first opened; but that may have been due to the fact that it was the first image posted here.


This is why I have decided not to bother posting things such as this here anymore, as it seems to be the attitude that if it isn't something that is leading to a scene, or animation (not much of that here either), or a huge Warehouse Mech (sweet model by the way;) ); then there's no point in responding.


I've just become increasingly frustrated with things around here (especially the refusal by Caligari to let us know when/if a demo is coming, despite repeated questions by members...often ending in a deleted thread/post), and I'm realizing that maybe I just don't belong with this group. I had hoped to re-create an abstract scene I had done in pencil years ago, but I lack the drive to do so now (partly because of the demands of the game art). But thanks for the input Wizard, your work is great (love the castle scene).


-Keith

Post by KeithC // Apr 13, 2006, 2:55am

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Oh, I didn't notice you had posted; thanks, Brian:)


-Keith

Post by jamesmc // Apr 13, 2006, 4:54am

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Total Posts: 2566
Hi Keith!


I still grab your models when I can, but don't come to the forum for obvious reasons. I find your models useful as I can spank them into a scene, rotate them and I have a nice environment for my figures. :)


My disappointment in this forum or perhaps the product is lack of animators or the ability to do so with relative ease. I mean come on, they've had 20 years to figure it out to make it simple and easy to use.


What is ironic about some of these 3D modelers is that they end up making flat 2D images.


I found a vector drawing program that is quite powerful and have managed to model realistic looking models, cars, buildings and all with reflections, mirrors, transparent glass, shades and everything else one desires in a 2D painting.


I found that I can make anything displayed here with minimal frustration in 2D and it will look as good if not better. I use layers, so it's easy to change color, tint, perspective and whatever I need to change. Heck, I can even change the camera view or lighting!


And I can do so in a day, not weeks or months, all with minimal frustration of whether or not some polygon or vertice is going to shoot off into orbit. Or perhaps the program will crash or the lack of a 3D paint tools to paint the object properly.


Some of these beta testers seemed to have formed a club of 'Holier than thou' and only offer critique in the form of "oh, you should know how to do that even though under the process category of totally unnatural" work flow.


There are a few folks here however, that have been quite helpful.


You probably won't get any feedback from this forum unless you make an overly complicated model that usually ends up with no use other than what the originator intended. That is, look at it, tweak it more and put it on display for some head rubbing ego-based "atta boy" recognition.


Perhaps I'm more utilitarian than most. I find that I need a useful product for things I do. I can't use a 3D model of an exotic car that will take 12 hours to render or a giant earth escavator that might work for a 5 second scene in some obscure portion of a movie as a background scene. I can make those in 2D and with mucho smaller file size.


Yep, I grab your 3D models as I find them useful and thanks btw. Not many offer up their labors in such a manner. I like the way you package scenes, because that is a great time saver. So thanks KeithC!


I'm still lurking and I'm sure I will get some 'hrumphs' or some sort of tainted statement from the forum ogres


At least I'm being productive, pumping out massive artwork and applying it to motion media. For that, I'm thankful I moved on. I was languishing here in non-productivity land.

Post by brianalldridge // Apr 13, 2006, 7:32am

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Uh oh a forum ogre! "can you rotate an object on its z axis without repainting:mad: ":p

Post by jamesmc // Apr 13, 2006, 10:06am

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Total Posts: 2566
Uh oh a forum ogre! "can you rotate an object on its z axis without repainting:mad: ":p


The Z axis of your model comes pre-painted?

Post by KeithC // Apr 13, 2006, 1:39pm

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Wow, that was quite a statement, JamesC. Although I'm not quite sure I understand the whole "Z-axis" bit.


-Keith

Post by brianalldridge // Apr 13, 2006, 2:50pm

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Total Posts: 397
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I was stating that 3d and 2d are completely different, though I think all I acomplished was making a stupid statement.

Post by zonechicken // Apr 13, 2006, 5:55pm

zonechicken
Total Posts: 5
Keith, models look good nice clean low poly with decent textures exactly what game models should be. Only thing i might suggest would be instead of the inside floor level being the starting point (ground level) extract or glue another limb same outside dimenstion as the build small in height and stack the two and add maybe a dirty stone texture or dirty brick giving more of a raised from the ground look and add in a step or two for the door and lower the dog house off the rear to match the bottom trim that shouldn't cost you two many polys that would give it a more complete look (imo) course depends on the tris already when exported .x and the count your trying to keep anyways looking good.

Post by KeithC // Apr 14, 2006, 4:02am

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Total Posts: 467
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Those are great ideas, Z.C. The model is currently only at 200+ faces (tris), so that wouldn't hurt it much as far as that goes. This one will stay as it is (because it's already been released to the public), but making a foundation beneath it with stairs would be a good step forward; a great idea for the next Model of the Month (assuming it's a building and not a piece of furniture...it all depends on what the people vote for). You can view some shots of it in the game engine (next to a stock model): here (http://www.ozarkgames.com/smf/index.php?topic=135.0)


Thanks for the well thought out critique; that's what I was looking for.


-Keith
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