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Feuer's Official 3D Thread


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#1 Feuer

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Posted 14 July 2011 - 03:23 AM

NEW STAFF. Need ideas for texture/color and a name :D is a rework of my Hebarns Vassil Staff / Nightmare Staff.
Spoiler


Crystal Arc Bow
Spoiler


Blade of the Watcher Templars Verdict
Spoiler


and for the lulz

New Vendor
Spoiler


Just adding this here aswell
Posted Image Posted Image

Edited by Feuer, 01 December 2011 - 01:49 AM.

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#2 PickUp

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Posted 14 July 2011 - 03:24 AM

Looks nice! :D
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#3 Zurn

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Posted 14 July 2011 - 04:06 AM

it does look nice :D good job Feuer!
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#4 iRon

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Posted 14 July 2011 - 06:34 AM

Nice :D
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#5 Dusk1PS

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Posted 14 July 2011 - 08:24 AM

...I will stat reset to get the dex necessary to wield that bow.
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#6 yeoldknight

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Posted 14 July 2011 - 10:47 AM

Has the potential to be a badass 220 bow.
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#7 Xenobite

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Posted 14 July 2011 - 01:11 PM

@Feuer will you just make models or textures too?

don't forget that you can't have transparent+reflective material (for example reflective glass)
so you will have to make some fake reflections on crystal part

any chance to see wireframe pic?
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#8 Feuer

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Posted 14 July 2011 - 03:07 PM

@ Xeno,
I'm well aware of the transparent and reflective, even though you're wrong about the transparent. And of course I'll be making textures aswell, this one is almost textured before I've even began to touch the .DDS

I'll show you some of the source where you can toggle .DDS booleans to include transparent textures in a while when i finished dinner and find the program. However this model does not have any transparent tetures. The multiple pieces are fused to 1 mesh, therefore there is only 1 object.

Also if i wanted reflective materials, I include the reflection on the texture, then bake the texture using illumination to capture lighting, shadows, and effects rendered onto the object, the baked texture makes it appear shiny/reflective but its simply just a .jpg i convert to a .DDS

Posted Image

cheers.

Edited by Feuer, 14 July 2011 - 03:44 PM.

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#9 Xenobite

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Posted 14 July 2011 - 04:38 PM

you're wrong about the transparent.

care to explain?
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#10 Feuer

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Posted 14 July 2011 - 05:36 PM

In the post above, you'll see the settings for alpha channels pertaining to the files .DDS file and how to manage it.

Alpha channels are used for blending and transparency, thus transparency is quite easy / feasable to do aslong as you know how to change the settings in the .ZSC and the .DDS contains transparency. :) easy as pie.
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#11 Xenobite

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Posted 14 July 2011 - 06:24 PM

yes, but what I was saying you can't have both on same surface / same mesh
so for example if you have to use transparency on some mesh - for example lace or feathers - then on those parts you won't have reflections
(at least in Rose engine) - that's why many objects are split in few parts so one mesh (they can share same DDS) uses alpha channel on DDS file to control reflections and another one uses alpha for transparency

(btw I know how to change ref/tran stuff in zsc :))

if you can manage to get both of those on same mesh feel free to share / post pics :)

btw
I just saw your wireframe pics
on first one that "bright shadow" looked like some "transparent part" (and caused some confusion ;))

Edited by Xenobite, 14 July 2011 - 06:27 PM.

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#12 Feuer

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Posted 14 July 2011 - 06:48 PM

Ah, im not 100% but if you keep the specular to 1 and have alpha enabled there should be some sort of reflect from the global lighting on the transparency but it would be buggy any time the character enters a water scene, if not you can always [this requires around 600-1k poly] make an object that is only partial [has many holes in it] and make the remaining part specular to reflect, however I've only ever seen this effect replicated on high end games, ones much more graphically intense than ROSE.

edit:
Simply put a reflective texture under the transparent one. i forgot you can use projections to effect textures.

many work arounds for alot of things in ROSE, but alot more is possible than what has been implemented.
btw do you have any submissions?

Edited by Feuer, 14 July 2011 - 07:09 PM.

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#13 Xenobite

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Posted 15 July 2011 - 12:05 AM

btw do you have any submissions?

working on it :)

Posted ImagePosted Image
Posted ImagePosted Image

Edited by Xenobite, 15 July 2011 - 12:08 AM.

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#14 Feuer

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Posted 15 July 2011 - 12:31 AM

working on it :)

Posted ImagePosted Image
Posted ImagePosted Image

not bad, looks like IM stuff?
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#15 Feuer

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Posted 15 July 2011 - 02:17 AM

*Updated with new Vendor Idea, In-Game shot of Bow, and recolored version of the Templars Verdict*
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#16 PickUp

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Posted 15 July 2011 - 02:30 AM

I think the blade on the sword is way too short compared to the size of the grip.
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#17 Feuer

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Posted 15 July 2011 - 02:41 AM

Yeah, I'll probly end up adding more length to the blade, my GF suggested the blue/black/white color over the red, said it just looked better.
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#18 Zayin

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Posted 16 July 2011 - 09:02 AM

I really like the bow, but I would fill up the gaps with semi-transparent glass because the flying parts look weird to me.
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#19 Sathanas

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Posted 16 July 2011 - 09:38 AM

Wonder how hard would it be for you to model the dragon slayer from Berserk? :3
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#20 Xenobite

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Posted 16 July 2011 - 12:56 PM

Posted Image

this one?
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#21 Feuer

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Posted 16 July 2011 - 05:53 PM

ROFL! dont insult my ability, i could model the sword above with my eyes closed.
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#22 calaaniwygen

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Posted 17 July 2011 - 04:38 AM

Not too thrilled with the "vendor" rendering. It just doesn't fit the whole "rose'sque" theme. But the bow looks nice ingame, maybe if it is possible to smooth out the "choppy" curves. I know that there is a polygon count limitation if you don't want to cause lag and such. Nice work though.
Any chance to see a "working" concept of the sword ingame?
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#23 Feuer

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Posted 17 July 2011 - 10:39 PM

Yeah next chance i get i'll inject one, and im going to re-du the wooden part of the bow to be solid. crystals floating make it look fine.
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#24 ICONIS

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Posted 07 August 2011 - 10:31 PM

Stuff always looks good, Also I Love that ZSC editor.....
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#25 Soaked

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Posted 10 August 2011 - 03:53 AM

Bow is really nice designed, Dont like the textures on it thou. The crystals and the metal give the bow a really cool look <_<
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