A lot of game ready character models are on sale (50% off)

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
Post Reply
inhchiu
Posts: 1
Joined: Tue Nov 06, 2007 1:37 pm

A lot of game ready character models are on sale (50% off)

Post by inhchiu »

Just wanna help my friends marketing their site, heheh, but u r lucky! You can get a lot of models at 3dbud.com with half of the price (about 20 bucks) bcos of the grand opening sale event. And they have some cool models like this:

Image

Image

Image

Image

Image

Etc.

They’re all next-gen high quality realtime models and have affordable prices. Hope it help!

Ah, here's the link:

http://3dbud.com

Very cool, you are gonna like it! They have modeling service too!
JP
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:

Post by JP »

The all look very nice but i fear they look a little too high-poly for realistic use in Irrlicht so would take a lot of effort to lower the poly counts before they were usable!
Image Image Image
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

they range from 6,000 to 7,000 polies...

Depending on the games, would be usable in many games of today....

In irrlicht, surely also but depends on how many of then you need at a time in screen and which techniques do yo use...

Even so, lowering to 3,000 tris, is quite doable keeping a good amountof quality. I'd know howto, with those models (probably the buyers of these wouldnt) .most probably they're already working in a lower version. In max, is relatively easy, playing with the stack, and some scripts, to lower and still dont tras animation, or even weights...gotta be careful, tho.

my only critizise (probably not wished, but if you fix, the whole thing looks very pro, I just spotted that in the very fast first view, which for impulse buyers is what count ...and more than that they wont notice anyway.... ) is the shoulder front part,(in the model of one only shoulder protector) where chest connects to shoulder, in shoulder area mostly...meat does not work like that...is maybe through forcing the pose or sth, maybe tweaking weights and/or mesh...if u fix that, you will win a certain extra percentage of buyers...tho you will sell one way or the other...

models a well detailed, and would be nice in a game.
Finally making games again!
http://www.konekogames.com
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

seen better here:

http://3dbud.com/img/0001/08.jpg

the armpit shouldnt be already so high adn so far of body.

the hand also hangs a bit lifeless, and whrist a bit thicker maybe even hand bigger. Is better if you pose the hand with some expression of force there.

even if distantly manga inspired, is better to be solid in thes small details. You will sell more :)
Finally making games again!
http://www.konekogames.com
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

the woman seems very nicely done :)

http://3dbud.com/0003.htm
Finally making games again!
http://www.konekogames.com
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

even an unreal3 character made up only about 3500~4000 poly...
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

yep, I made some for some mods...(even under 3k)

a doom III is bout 5k , the low pol thing, if I remember well...
Finally making games again!
http://www.konekogames.com
3DRT.com
Posts: 3
Joined: Tue Nov 13, 2007 7:51 pm

Post by 3DRT.com »

What a shame ;)
Whole website design was stolen from us. www.3drt.com
Our website is up online for 9 years already and you can tell that by rank6 google rating. Is this one 3dbud like a month old?
I'd definitely be careful dealing with intellectual property thieves, no matter how cheap they sell (their??) models. :roll:
omaremad
Competition winner
Posts: 1027
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

The only thing that matters is vertex count, thats indicates how much transform power needed.

If properly stripped your vertex count could become near to 1 new vertex for each triangle, thats approximately 1/3 of the computation of a unstripped model. I dont think irrlicht preserves strip info for most of its loaders.

Hardware now can do allllot of vertices (we are mostly fill rate limited), the reason these models aren't suitable for irrlicht are:
=lack of hw buffers/display lists(= bandwidth waste)
=these high end models are usually animated through vertex shader or SIMD style instructions.
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
Post Reply