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Published: 2011-07-05 10:16:35 +0000 UTC; Views: 1623; Favourites: 9; Downloads: 5
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Description
This is a first 3D model for our lovest dragon Spyro.Don't think you'll only be able to play Spyro & Cynder in The Eternal Quest FanGame; dragons will be real-time made by the game from independent body parts.
With nealy 10 models for each body part (corpse, eyes, head, horns, wings...), the game would be able to compute around 10.000.000 dragons, so whatever dragon you want to play, he should be somewhere in the map to be found
[edit]
This one will be my ref for checking if the built models looks great. (Probably) extracted for PS games by Game Extractor, found at [link]
Dunno who made this original model game (previous links is the one who extracted the model not made it).
Spyro (c) its creators & developers
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Comments: 17
SpyroTEQ [2011-11-23 20:47:43 +0000 UTC]
Right, so it's my bad, I misunderstood you. Thanks for that link. That's not your warning that shocked me, that was I though you were saying "building a model without manual base done is totally impossible". Since this was a mistake of mine, I apologize.
Day is ending in few hours here, but anyway ^^ Thanks for the warn, sorry for the misunderstanding, and have a nice whatever time it is where you are.
But next time you add comments like that, Nuke, it's useless to go away by blocking answers...
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Nuke-annihilation2 [2011-11-22 18:50:45 +0000 UTC]
lol, i believe the normals are a little off tris will do that for you. i use Autodesk Maya 2011 sp1. i build all my models from the base up, vertex by vertex. i do indie game development.
what i see here is if a model is ported directly from a game and then brought into one editor that cannot calculate the normals correctly, this will cause the normals to be off. this can be fixed by re-calculating the normals and using it in only one editor, or two like editors. this way the normals aren't off. this will also allow a manual re-build of the model because you can see its structure better.
also, i see a lot of artifacts in there, some on the head. if you select the entire model and click the merge vertices button, it will fix a lot of those. and remember! quads, keep quads, NEVER convert to Tris, it will mess up the entire model and ruin the normals. it also causes sharp edges to be more apparent. trust me xD i learned this the hard way. also, you may want to reduce the shininess of it a bit
Also, don't mean to seem like a troll or anything(far from it), but it seems like i have seen this model before,and i actually can link directly to the source to DL it. they both look EXACTLY alike to each other. if this is that model, i would take it down because that is copyright infringement, and that can get you in a lot of trouble.
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SpyroTEQ In reply to Nuke-annihilation2 [2011-11-22 18:54:50 +0000 UTC]
This was a model I picked from a "3Dmodels" folder I have since years in my comp, so I really dunno where they come from. I know some of them have been made by friends of mine, but this one, I dunno where it comes from.
If you've got the link to the original model, right, I'm gonna turn this one down (I don't care since I'm gonna try another way for generating the model instead of doing it from scratch).
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Nuke-annihilation2 In reply to SpyroTEQ [2011-11-22 20:01:57 +0000 UTC]
generating? in order to do that, you will need the origional ascii coordinates of a model that was made manually.
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SpyroTEQ In reply to Nuke-annihilation2 [2011-11-22 20:09:38 +0000 UTC]
Nope, it depends on own you generate the model: math transforms and basic shapes can also be used
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Nuke-annihilation2 In reply to SpyroTEQ [2011-11-22 23:24:56 +0000 UTC]
yeah, but to what accuracyi know all of this stuff.
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SpyroTEQ In reply to Nuke-annihilation2 [2011-11-23 10:49:16 +0000 UTC]
It depends on the kind of math transform you choose...
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Nuke-annihilation2 In reply to SpyroTEQ [2011-11-23 18:42:20 +0000 UTC]
yeah, such as vector, but its pretty close to impossible to just randomly generate a complex model like that unless there is manual input.
unless you can give me solid proof that you can do such a thing as create a NASA level program, then im not going to believe there is a program that you are making that automatically generates a high detail, low polygon, rigged, game ready model. there's a ton more to making models than just "generating" the models like you say you are trying to do.
and as far as i know,you aren't a script writer. unless you can prove to me that you can do so with actual script(and don't try and impress me, i have seen plenty of script and wrote plenty of script) then im not going to believe it. i know i sound like a troll, but i know for a fact that's a model that isn't yours.
im no idiot, so you can cut out that trying to fool me.
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SpyroTEQ In reply to Nuke-annihilation2 [2011-11-23 19:16:35 +0000 UTC]
I totally hate people like you, when you're saying "I know everything about 👍: 0 ⏩: 1
I already have a builder for relief map, and another soft system for making an infinite map without looping this map (choose a direction, and run right forward: you're not gonna cross same environement all the time, but you're also not gonna be blocked by invisible walls).
And don't think you can know everything about modeling, 'cause I know people that got very high modeling skills, and they know that there are some ways around to build models from whatever you want (manual already made models or simple primitives). You don't know everything about models, and you also knows nothing 'bout me, cause I am a script writer (I'm gonna ends my engineering studies in computing & algorithms next year, and I can tell you I already met some people at school who can do such generators).
If you know you sound like a troll, then don't click the "Add comment button".
Still waiting for the link to the original model if you have it. Else, that would mean it's a model I get from one of my "old" modelers friends, models they give me in exchange of some progs (they're now the owner of some of my progs, so, now, I'm the owner of some of their models). Gimme the link, I'll add it.
And, last not least, the manual input may be not a manually prepared model, but it can be 3 or 4 script lines to tell the generator what primitive to use and what transforms (I'm not talking about simple PRS transforms, but things like PRS Bezier curves and spherized/otherprimitives-ed transforms.
Nuke-annihilation2 In reply to SpyroTEQ [2011-11-23 20:05:48 +0000 UTC]
ummm, sorry, but i never said i know everything about anything, because i don't.
and here, here is the link... that you stated before you didn't want. [link] it has been updated since my last visit.
yeah, there are tons of tricks. i know that already.
and congrats on them, they achieved something.
and i also knew that. never did i say that making a model is the ONLY way of manual input. i simply said that it would be the most common way.
and hating somebody who you only had one conversation with seems a little out there. just because i stated that, hey, this model isn't yours, doesn't make me a total dick like you are trying to put me. So sorry if my trying to prevent you from getting in trouble with copyright infringement is pissing you off. Seems that nobody now appreciates somebody trying to prevent another from getting in trouble. and its even worse here, its like a giant community of stuck up pricks that want what they want, and think its the only way to get it. And the ones who aren't like that simply just remove the said offending image and accept it.
so again, sorry if trying to prevent trouble troubles you.
have an absolutely wonderful day, thank you.
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1Ace1000 [2011-07-31 14:25:52 +0000 UTC]
So what other modeling programs are you using, other than Light Ray?
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SpyroTEQ In reply to 1Ace1000 [2011-07-31 15:06:55 +0000 UTC]
I used to model on Autodesk 3DSmax (8 & 9) but since I wanna dynamically built the game models, I'm not using it anymore (and since I only have my laptop computer, I will not have back this soft before 3 weeks).
Textures basis are made with photoshop (7 or CS2, depending on the computer used).
UV Maps are auto-built.
I also get a look on Milkshape, but I didn't keep it... dunno why ^^
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ShadowMysticStudios [2011-07-05 10:18:02 +0000 UTC]
By the shading errors, I'd guess you have some pretty gnarly and terrible polygon flow going on.
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SpyroTEQ In reply to ShadowMysticStudios [2011-07-05 10:41:08 +0000 UTC]
For sure, this comes out using a "break edges" tool in the 3D modeling log (LightRay)... Forget about this tool, we'll need another less model-looking-killer
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