Screen shots

#31
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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#32
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.
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#33
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. ‎  Bowl

Cool find! Did he discover the axe head in Scotland as in a Pict etc, ‎  or was it southern as in Saxon/Roman?
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#34
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.
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#35
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.
Biggrin


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#36
Like cunes! Looking great, did you take the coin designs from your own collection?
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#37
More like "I wished I owned". The coins are composites of elements from Northumbrian , Celtic and Greek coins. But I couldn't help myself ‎  Biggrin 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 ‎  Wink ‎  ‎ 

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.


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#38
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?
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#39
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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#40
You guys are phenomenal at this, alas I pine for a day where I get to trudge through both of your completed masterpieces....even if I am 80 years old at the time :P
- Todd DuFore (DMPDesign)
Site Founder
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