2013-02-20, 09:26 AM
An axe modeled after bronze/early iron age tools. 54 vertices and 512x512 texture - probably not actually going to be used as a weapon, just scenery- or maybe for a mini game.
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Screen shots
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2013-02-20, 09:26 AM
An axe modeled after bronze/early iron age tools. 54 vertices and 512x512 texture - probably not actually going to be used as a weapon, just scenery- or maybe for a mini game.
2013-02-20, 04:40 PM
Good, did you triangulate the faces yourself or did you use the triangulate faces tool?
I was once speaking to a Scottish man who had found an iron age axe head near to where he lives. It will be on display somewhere in Scotland now.
Most of the triangles came from me using "join vertices" with two corners on a square (trying to break the symmetry a little), but I did use "triangulate faces" at the end so that I could change the direction that some of the squares were being "cut" by using the wire tool.
Cool find! Did he discover the axe head in Scotland as in a Pict etc, or was it southern as in Saxon/Roman?
I really like how the axe blade merges into the leather.
Actually its pre dark ages, so probably somewhere between 800 BC to AD 43. I asked someone about what tribes would have inhabited the area and he didnt know.
2013-02-22, 06:46 AM
A couple sets of coins- top group ("Coins of the Old Kings") are more of a trade item than a game money unit.
130 vertices for the pile and a shared 256x512 texture. Lower two are in-game currency, but I still hope to utilize trading more than "money collecting" to facilitate the player getting supplies. So such coins will be rare in true "dark age" style. 76 vertices and a shared 256x256 texture.
2013-02-22, 01:52 PM
Like cunes! Looking great, did you take the coin designs from your own collection?
More like "I wished I owned". The coins are composites of elements from Northumbrian , Celtic and Greek coins. But I couldn't help myself and put mostly intact copies of coins from Redwulf and Eardwulf along with a totally hammed up Hwitvlf equivalent. I expect the designs will be too small to make out ingame, so I was just having some fun
After walking around in a forest level from my game, I realized it was too "green" and somewhat mundane so I tried to make some colorful and exotic rarities to scatter about the area. This one is part of an "item harvest" puzzle. I made it more symmetrical to contrast the forest's organic lines. I think I could get the polygon count down a bit, but it will probably work as is at 580 vertices, 256x512 texture.
2013-02-24, 06:20 PM
That plant is great! I see lots of colour vareity in there, i think the colours blend well. It looks like it has a defensive property, so will the plants spike you when you walk over them? Or are the eyes more butterfly based?
2013-02-25, 10:55 PM
Thanks for the input Ben :) The "spikey" look is just to explain why you need a skill to harvest the seeds, so no damage when you get near. I was going to do minor damage (1 HP) if the player tries to harvest it before learning the skill. That's just for ambiance not to penalize the player.
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