Been working with blender for a while and have been rebuilding and working on this one sword and shield set.
I am trying to get SOME sort of funding going so I can purchase an android liscense for my game project when it’s ready and was just wondering if anyone would buy this if they saw it in the asset store for around $1. It would be more like a placeholder thing, these models are low poly and they don’t look amazing so I wouldn’t see them being used permanently in a project :L
Nice
One thing,when you show renders or images of your models,you should use smothing modifier like turbosmooth in 3ds max,idk what is the name in blender,by doing that that shield will look much better,you can see my models with turbo smooth on,but normal version if it looks quite good too,you should check smothing groups on your model. http://forum.unity3d.com/threads/107592-The-game-I-am-working-on
I would actually disagree with blackdragonstory. I bought a female model for $65 that looked great in the renders, but because they used modifiers in the render, the actual model was pretty much unusable for my purpose.
It left me pretty pissed of and I won’t be buying from that person again.
You definitely do not want to use smoothing on any models you are planning on showing as in game assets. You can soften normals but other than that you are pretty much lying about the geometry.
well I was just trying out blender, and I actually plan on trying to get these into the asset store just as is, for placeholders, for around a dollar. I am not really that good with modelling, But I am learning at currently we need some extra funding for SodaCan’s project.
Yea,I understand why you disagree…I know that for ingame should be no smothing,but some people anyway use the smoothing modifiers to smooth up models to make them better cuz in game the model wont be static model soo you want see resolution drop by using normal smothing
When you are working with anime stuff this is much easier cuz with smothing modifier or normal the model looks same and great
Also you didnt said what kind of game will this be…
Anyway the sword has nice shape and keep up with great work,you will make awesome stuff with practice
That is not true at all, with all due respect blackdragon thats a really noob thing to be doing.
MrDuskling: models dont look to bad, but the smooth groups could use some work, if you select the whole models and add a smooth group you will get those black patch’s like you have up there, try making smooth groups were the material is solid, IE: the front the sheild, and then a separate smooth group for the back of the shield.
I am bad at explaining,soo listen to Priske415,he knows about blender more than me
Btw Priske415 is solid the same thing as separate by smothing groups or materials in 3ds max cuz I use that…
and my models go till 2000 polys,the ones for game soo I am not a noob as you may think
I got 1 year experience,how much do you have?
If selling put in multiple display pictures; one with a non smoothed model without a texture and the other that shows the potential of the model. This gives the player a idea about what it would look like in game and also a confidence that you are buying a well crafted model.
Make sure you guys are talking about the same thing. Turbosmooth actually adds polys to make the object look smoother. Smoothing groups just tell it whether to apply smooth shading (average normals across faces) or flat shading (each poly uses its face normal) to a group of polys, but doesn’t affect the number of polys at all. Using smooth shading on a screenshot of something you are trying to sell is fine, as that is encoded in the model and can be used in game. Using Turbosmooth isn’t fine, unless you let the potential buyer know the polycount of the Turbosmoothed version. Saying it’s X number of polys, then displaying a Turbosmoothed version that has Y number of polys is just bad form.
Sure
I meant smothing groups…
You can see some wrong smothing groups on shield,and for sharp sword you should use auto smothing groups and separate by smothing groups + turbosmooth if the current poly count of those 2 items isnt big,which means 500-1000 polys for those two items at the end with turbosmoth…
Don’t use Turbosmooth on game models. Period. Not even for renders (as you shouldn’t render game models anyway - a viewport screengrab is enough or a screengrab from a real-time showcase package like Marmoset Toolbag).
turbosmooth and subdivision surface in blender are modifiers only good for render and movies the only thing they can be useful for game dev is baking a h-poly model to a low poly one+ turbosmooth sometimes can damage the model.Just use normal smooth and smoothing groups.