Game Development Community

Realm Wars Bell

by Sven "RaCooN" Knie · in General Discussion · 08/20/2002 (3:52 am) · 19 replies

Another try ;)

3xd.bloodcult.net/sven/RealmWarsBell.jpg
scetch:
www.garagegames.com/images/ul/286.matt031.jpg
So if this is good enough, it needs some skin ;)

Editor = Gmax
Polys = 686

#1
08/20/2002 (4:38 am)
looks good enough for me.... if you want any critisism, I'd have to say the bell was a little long compared to the picture, but I think its ready for textures :)
#2
08/20/2002 (5:01 am)
Hmm, the height of the bell shouldn't be that problem ;)

3xd.bloodcult.net/sven/RealmWarsBell2.jpg
hehe ;)
#3
08/20/2002 (7:19 am)
Sven what is the polygon count there? Also did you build the support poles from one cube (via extruding and beveling faces) or did you simply model a series of box on top of one another?

Not a bad start though, definately look even better with a texture on it.

Logan
#4
08/20/2002 (8:50 pm)
You could really reduce your polycount if you don't use as dense a sphere on the ends of the rod. You could use a geosphere instead of a lat sphere (a 'normal' sphere) to reduce the count as well.

Here's my version of the bell, for reference:
*Note that it's rendered and I was experimenting with lighting on this. Not sure if I'll ever texture it.

http://www.geocities.com/gfindlayweb/images/bell.jpg

edit: doing an image link doesn't seem to be working so I'll just leave the link.

Alc
#5
08/20/2002 (11:23 pm)
@Foster, at the moment, the bell has 702 Polys (i'm delete the "optimize" Modifier, because the display errors at the support Poles with it.)

here is another PiC (with all brushes selected), so you can see how i do it

3xd.bloodcult.net/sven/RWBell4.jpgThe support pole box is one box with some segments


@Greg, thx for the tip, but i try it with a geosphere (with 2 segments) and the polycount of this were 80 (with a cut at the backside over 100). The sphere i used (with a cut at the backside) have 40 with 8 Segments.

the poly "problem" in my model are the support poles, one of them have 126 Polys, so 1/3 of the Poly stuck in the 2 poles

How many polys have your Model ???
#6
08/21/2002 (8:01 am)
My bell is 592 poly's. I haven't spent any time optimizing that but I don't think I would be able to reduce it by much and still keep the details.

You must have left your geosphere on icosa instead of octa base type. My bad for not telling you about this. The way geosphere's are designed gives them an advantage over lat spheres for the most part. In this case though, you probably won't get less then 40 poly's from that sphere. My model doesn't use sphere's on the ends. The stubs I have come up to 30 poly's though.

I would say that 126 poly's for the poles is pretty good. My poles have 140 poly's in them. How many sides does your support rod have?

Here is a wireframe image of what I have:
edit: The image worked earlier. guess I'll just leave the link again.
http://www.geocities.com/gfindlayweb/images/bell_wire.jpg

Alc
#7
08/21/2002 (8:12 am)
Since we're posting bell pictures, heres the one I made a few weeks ago: members.bellatlantic.net/~vze2y965/bell.jpg
Its 826 polys, but could easily be brought down...theres some extra details that arn't really needed.
#8
08/21/2002 (10:27 am)
!!!!
But everyone wants to model this bell or what???

That's embarassing, plz warn us on the forum before...
#9
08/21/2002 (11:10 am)
It might be nice to have some variations of certain models available. To have a uniform general appearance but a difference in detail to reflect different "craftsman" for different regions.
#10
08/21/2002 (11:27 am)
Sorry i'm out of this game.
Ok i'm just modeling for my own fun, but everytime i'm or another one post a picture of a new model out of the scetchlist, someone come and post
[quote]Since we're posting bell pictures, heres the one I made a few weeks ago: [/qoute]


even claiming on a model doesn't make sense, see "fire pit" the answers came days later.

I think RealmWars doesn't need "more" Modeler, they shouldn't just model all the same models ;)

So i get back to my sourcecode.
#11
08/21/2002 (11:59 am)
I just mean when you want to begin a model it would be cool to say it. That's simpler and probably better for production cause if everyone does the same thing it's not really productive.
(in fact I was really wanting to do this model+skin but it seems lot of ppl like it too :-) )
BTW your bell is quite good...

Labrat: yeah, that's a good idea. But changing the skin is probably simpler... :-)
#12
08/21/2002 (1:06 pm)
Sorry Sven, I didn't mean to discourage you. I was using that bell as a test object for myself, not for Realm Wars, since I knew you were already doing it.I just posted what I had because I thought you might be interested in what I had. My mistake. Sorry.

Alc
#13
08/21/2002 (1:27 pm)
Greg, it isn't your mistake. And your tips are really good (that's the great bonus of a community project, everyone can learn from another), but i'm sure there are at least 5 bells more allready modeled.

So i go on and work on my swords again (in my freetime) and the sourcecodes.

hope, in future some modeler will claim on the scetches, they want to make ;)
#14
08/21/2002 (2:08 pm)
Sven, unfortunately this is the one big issue with the community based project, because people can help out as much or as little as they want to, it is logisticly impossible to assign specific tasks such as you see in dedicated and closed group. Everyone wants to help out with Realm Wars and there is only so much to go around.

There are things that could be done to reduce the occurance of this problem, but I don't forsee any way of preventing it from happening completely. This is why communication, not only with Pascal but also with the rest of the community, is very critical at every step in the art process there is very little room here (or that can be made) for lone wolves.

One feature that I would like to see, and have proposed and talked with Pascal about, is reviewing art development at every step. What this would mean is that at certain step along the process someone reviews your work and offers up constructive suggestions and recommendations. Obviously this would slow down the creation process a bit but it would allow for standarization, collaboration, and hopefully very few hurt feelings.

Mattew: Nice model there, looks pretty cool.

Logan
#15
08/21/2002 (4:33 pm)
Everyone, the forums is NOT NOT NOT a good way to claim tasks.

You have to do two things:

1: Sign up in the task manager and state which models you will be working on.

2: email Pascal with that same info.

If work is still being duplicated after you have done that it means it is either Pascal's problem or someone did not follow the procedure.
#16
08/22/2002 (2:19 am)
Sure James, but in this precise case, it's a concept shown in the gallery and not in the project manager...

But, now there are some models wating in the PM so I'll signup for some of them...
#17
08/22/2002 (2:45 am)
The main thing is let Pascal (or whoever is in charge in his absence) know what you are working on. If everyone does this, Pascal can then spot and resolve conflicts.

I have a few people working on story right now, I have them communicating with each other, and when I send mail I send it to all of them. Maybe we should to the same here, and set up a formal or informal mailing list for art people.

If people don't mind working on the same items to get experience that is fine of course.
#18
08/22/2002 (7:31 am)
James, Pascal has asked me to help look after some of his RW art tasks while he is away on vacation (enjoy the time off buddy, you've earned it).

Djagg, ya a whole bunch of new items were added to the list last thursday. I thought that there was going to be a news item about it but I guess not. Hopefully the descriptions that are written up give people a good idea of what is required, if they need concept images I will scrounge around and see what I can pull out for them as references.

Logan
#19
10/28/2002 (2:47 am)
Besides the claiming discussion did any of you ever finished this bell???? I don't believe i got it.. If you do submit it or want to send it to me make sure it is proparly UV mapped, has a texture and ready for export..