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3D, Digital Painting and Pixel Art

Greetings folks of RMXP.org!

I don't get around to posting new stuff on here regularly and certainly not in the art and graphics section. I usually just stick to resources whilst I'm here, but I have a few pieces to show off. I've got one 3D model, one digital painting and one piece of pixel art, so there's a fair mixture of stuff and something for everyone! Comments and critique are welcome! I'm always keen on feedback.

First up is the 3D model:

NightbladeUpperGrandPiano.png


This grand piano is made up of 1,872 triangles and fits snuggley onto 2 different 1024 texture files. That probably sounds like a lot, but as its a grand piano it wouldn't appear too regularly in a game and would be the centrepiece of a room. It's an environment model designed to fit next generation console game standards in both quality and filesize. I hope it's up to scratch. :)

Next up is the pixel art:

MudmanSheet.png


I've kept coming back to this piece to tweak it to just how I want it, but I think I can finally let it rest as done and dusted. I suppose this piece could fit into the label of "resources", but I'm not posting it as a resource so it can just be an art piece. It uses 13 colours for the mudman and 23 for the human character.

ConneryPortrait.png


Lastly, but certainly not...uh leastly, is the digital painting done in Photoshop. Obviously (or at least I hope it is) its Sir Sean Connery, fresh from his days back in Indiana Jones and the Last Crusade, the best of the Indy films! I tried to stick to realism as best I could. I copied it from a very small and unhelpful reference picture, so I had to fill in some of the more significant details myself, particularly on the beard.

If you want to see some more stuff of mine, visit my portfolio page at http://rjanes.co.uk.

Comments and critique are appreciated! Hope you like the stuff.
Enjoy :) ©

Inq
 
That Grand Piano is amazing! Don't you want to try to make a high poly version eheheh :P

The pixel art and the Sean Connery are great, Why don't you show us a reference pic to compare? =)

It's great none the less, expecting more to come! Very nice!
 
Inq, I've always loved your work, but this stuff takes the cake. I can't really think of anything useful to say though, but keep it up. How long did it take you to do the piano?
 
Haha, being the nerd I am of course I have to compliment on the snazzy looking site. ;)

You've also got a lot of cool stuff up there that I've never seen before. I think my favorite one still has to be the hand drawn Landscape2. It's incredibly sharp for a pencil drawing. Well, I guess there's only one thing to do. *knocks out Inq and drags him into his team*
 
Thanks, guys. :)

The piano took a few days to make. It was a pretty heavy duty model to do. It wasn't the actual model that took a long time, but the texturing. Creating the UVW maps for two separate standard textures, normal map textures and alpha map textures was quite a chore and then just because of the sheer size of the object, it took a while to fill it all in.

Yeah, I used normal maps (advanced bump maps) for the piano details. On the wireframe you can see that I didn't go into such precise detail for the actual patterns on the wood, so it's all just simple trickery.


Here's the reference pic for Mr Sean Connery:

3486-9434.gif
 
Thanks again, guys. And yeah, hello Nessiah. I would chat more but I seem to be inexplicably banned from whahay.net's IRC server. I'm honoured, Venetia. :thumb: There's still plenty of better artists out there, unfortunately. I'm still playing catch up.

The piano is 1,872 triangles. Triangles are polygons.
 

arev

Sponsor

Triangles are not polygons ;)
I like the piano. I like the 3D characters on your site even more, as I suck with character modeling. Do you rig them with biped? I'd very much like to see some action animations (you know, sword attacks, etc.). Maybe you have some dusting on your HDD?
 
Inq, this stuff is really cool. I have only a minor complaint on the pixel art: it seems like you could've gotten away with considerably fewer colors in the pixel art, like by using the orange in the monster's mouth for the knight's hair and not having the armor be two different colors, which is kinda odd (maybe recycle the purple instead of using the gray, idk). Also, Sean Connery's lips look weird, and he's really shiny (but it looks cool, so that's not really a complaint). Aside from that, really ace work here, man!
 
arev-- what? tris are definitely polygons. poly is many, gon is angle. And when you talk about the polycount of a model, the polys are usually triangles.


Anyway, Inq normal mapping? Nice. I plan on using some parallax occlusion mapping in the game I am working on now. It's nice when you can make a rectangle appear so elaborate XD
 

arev

Sponsor

If you take a good look at the piano's wireframe you'll see that some polygons have more than 3 angles. Quite many of them, to be exact. A polygon usually consists of more than one triangle (face). Depending on the modeling technique the polygons can havedifferent number of angles. For poly-modeling this will usually be 2, as most of the polygons are actually quads, but if you have a circular shape, let's say it's approximated with 32 points, converting it to polygon will make a one-polygon object that will in fact have 32 faces (triangles). 3ds Max has few options for geometry counters ( http://img75.imageshack.us/img75/8256/39630954ev9.png ) but the one named "Polygon Count" works on polygons as I define them. This can sometimes lead to miscalculations, as 5k polygon model has 10k triangles all of a sudden. This often happens while exporting objects from Max to real time engines that only support triangles.
Sorry for this little lecture, but that's the way it is with polys ;)
 
lol, well as far as I am aware, the poly count that you care about when you are using the models is the tris count. Collision and such is usually done by picking triangles.
 

Zeriab

Sponsor

I really like the art Inq. Especially how detailed your 3D models look and how few polygons you use for them.
I think your models have nice compromises between detail and low poly count.

By mathematical definition triangles ARE polygon.
You can immediately derive this from the definition of a polygon.

Why then both have poly count and triangle count?
You can split any polygon up into a number of triangles. Many rendering systems splits polygons up into triangles before rendering them.
In the domain of 3D models when you talk about triangle count you really mean the amount of triangles present after splitting all polygons up into the least amount of triangles.
*hugs*
- Zeriab
 

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