Lych monster model free to use in games.

I’ not sure if this is the right place, but i’ll put it here anyway.

Its a model i made just for fun, so it’s free for everyone to use.
just press P and tell me what you think about it.

https://www.dropbox.com/s/hsd6nucfdzbvf9z/bpr_head03.blend?dl=0

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Nice! Looks like someone I know. Bookmarking for later use.
Something like this would fit nicely over at http://opengameart.org/

thanks keldor, yeah it looks familiar, just a little :smiley:

it’s not a perfect model i know, but i’m still learning,
i’d really like to see what you can do with it.

It looks great. Really nice design aesthetic, and I enjoyed the particle emitter too.

Here’s some constructive criticism:
For the BGE 12000 triangles is a bit much. I get about 30 FPS on a fairly good graphics card. That’s not that bad, but it’s only one model.
Imagine if the rest of the game was built to the same specifications…
You’ve got a lot of materials, and all of them have different rules. Remember that for each material Blender has to do another render pass, it soon adds up. You might want to try reducing the number of materials by making atlas maps. Put each material on the same texture sheet in a different area. You don’t have to reduce it to one material, but at least one material per type, like one for transparent materials, one for opaque. This would be a good time to reduce the variation in how they are rendered too, since it’s confusing for someone who wants to use the asset.

The skull cap/case thing uses flat shading, is it to make it look like it’s made of crystal? Maybe it would look better to make a high detail version, bevel all faces, then bake normals. That would give you something that looks more interesting than the current unsmoothed shading.

The following is just some ideas, everyone has their own way of making art, there’s not right or wrong way to do it, but here’s mine.
For my own assets I usually make a couple of maps:

Diffuse (sometimes I stop here. The others are only really needed if you’re making high res assets for viewing from a first person perspective).
Normal (sometimes with a detail normal like you added to the cape, but that doesn’t have to be more than 64x64 if it’s as low density as yours)
matcap mask (just a grey scale mask to mix the next layer)
matcap (kind of like a mix of specular shading and environment map)

I prefer to use matcaps since it’s easier than trying to get the specular setting just right, and specular shading always looks too plastic IMHO. Matcaps can have some feeling of environmental shading, though you have to choose them well to fit the level.

Here’s an example:
/uploads/default/original/4X/1/4/e/14eaababc57863c4fb66350d75f2afdfd3233a12.jpgstc=1

I’ve used it on the arms of your character (I set mapping to “normal” instead of UV) to show you what I mean:

I think it looks interesting, for one thing it brings out the baked normal map better, and it is more controllable from a developer’s perspective. If the project manager wants your character to look good in a fire level, like in a volcano, they can just swap the matcap to the one they are using for characters on that level. If they want to use a more advanced shading technique like PBL or box reflections they can just add it directly without spending a lot of time re-figuring all the shading settings.

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thanks for all your critics @Smoking_mirror.
i’ll follow your advices and work on it a little more to do a better job.
i’ll probably ask your help for the material thing.

it’s strange that you have FPS that slow, i got 60FPS with my intel integrated card.

thanks again

Looks like the slowdown is caused by casting shadows from the main body. With shadows disabled on that material, I get 400 fps instead of 30.

Ah, yes, the shadows were set to 10240. the extra zero was causing most of the trouble.
Also vsync was on, which always causes trouble with my graphics card.

After reducing shadow size to 512 and turning off vsync I get a much more reasonable frame rate.

Actually I was surprised how well it ran with the higher poly character. It seems like there’s been a lot of improvements in Blender recently. Maybe I’ll start adding a little extra detail to my own models…

I still stand by my advice to keep character meshes not too high poly though, since there can be lag from rigged meshes if they have a lot of polys. Not through rasterizer, but through animations (which take longer with more detailed meshes).

can you tell me exactly what do yo mean with atlas maps? i don’t understand how can i apply different material to a single texture.
i really need further infos

@ Khan01; This is beautiful. Well done, you are a true artist. Did you do it with Blender, Maya, etc?

@Smoking Mirror; How do you do the normals on an atlas map? Especially if you needed a course normal, along with a fine. BTW, I use both a large texture map like you, and also like Khan01. I never noticed a difference in performance, even with 2.49 on a low end graphics chipset. Very large, high quality textures, yes, big slowdown. In 2.49 there was a script that would consolidate images to one texture, came in handy. Is there something like that in the newer builds? :slight_smile:

Anyway, great job Khan01.

thank you theoldguy, i do everything in blender, and a little bit of texture editing in gimp2.8

I’m pretty sure the add on is in newer versions of Blender too. If not just create some materials on your objects with a single texture set to shadeless. Join all your obejcts, add a new UV layer, unwrap everything on to the new layer, now bake textures from all your separate materials to an image on the new UV layer. Do this for each kind of texture you want to bake (diffuse, normal, reflective, emission etc…)
Or you can just scale the UVs to an area of the UV map, and then join your maps in an image editing program. (see below)

I usually use one atlas for several objects that I know are going to be in the same level. If you pack your UVs well, you don’t need big textures.

These were originally 1024x1024, which gives a fine level of detail in game. I’ve reduced them for posting here.

As you can see there are 4 different vehicles in one material. The more objects that can share a single material in one scene the better.
It might not make much of a difference at first, when you only have a few objects in your scene, but when you get towards making a final game with dozens of objects and hundreds of items the slowdown gets worse and worse. Many of the larger Blender games that I’ve played in the past had a frame rate of < 30 fps, which might be OK if I’m running a AAA title like GTA on my computer, but for an indie game, a high fps count is a real must. By using atlas maps you can reduce the amount of effort computers need to render your scenes and keep fps up. It also makes managing your assets easier as you don’t have to keep track of hundreds of individual textures.

However, this is just my way of doing things, if you feel more comfortable with separating things out in to different materials for each character, then you should follow your own working style.

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@ Smoking Mirror; Thanks. I love the way you texture. The birds, and the glass on your last game was awesome. I also like what you did with the arms above, as well as the way Khan01 textured them.

I have a hard time visualizing how to un-wrap, where to make my seams. I’m not an artist, But I’m getting better. :slight_smile:

Many of the larger Blender games that I’ve played in the past had a frame rate of < 30 fps,

Yeah, with my old PC, I couldn’t play any of them above 10 FPS if at all. My old games in 2.49 played fine with just as much content (sometimes). And more textures than I needed, because I couldn’t delete textures. That’s why I said I didn’t see a big slowdown. But I see what you are saying, and it makes sense. I wonder if it’s the same for all graphic cards or chip-sets. :slight_smile:

Anyway.

Thanks for the advise.
P.S You would laugh if you knew how I tried to get different grades of normals on one map.
(Hint: it involves cutting and pasting normals onto one map. Probably not the right way to do it) :slight_smile:

ok so i have to create a big single texture and create a different uv map for every part of the texture i want to use( one for the color another one for normals etc…)?