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Cauldron

Submitted by karland90
This bundle is marked as approved. It works and satisfies the submission rules.
this is a model requested by BillyBarktree.

this is my second scratch-made model and first to use ingame textures.
(thanks for help to chilla_killa and fingolfin)


[​IMG]
This work is licensed under a Creative Commons Attribution 4.0 International License.


- update 23.03.2010 22:32 GMT:
added a portrait and a (proper?) death animation, reduced the polycount a little, but the filesize reduced unproportionally (more than polycount).
- update 24.03.2010 22:11 GMT:
made 2 different models with different ingame textures. reduced the polycount. made the pot more round, more fat.

Keywords:
cauldron, pot, heroes of might and magic, mercury, soup, resource
Contents

Cauldron (Model)

Cauldron (Model)

Reviews
Moderator
20:56, 23rd Mar 2010 DonDustin: do waht chilla_killa said 8th April 2010 - General Frank Changes are made - model(s) approved.
  1. 20:56, 23rd Mar 2010
    DonDustin: do waht chilla_killa said

    8th April 2010 - General Frank
    Changes are made - model(s) approved.
     
  2. karland90

    karland90

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    please give constructive criticism ^^

    i think the UV is no good.
    also i could lower the polycount...
     
  3. Etzer

    Etzer

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    Well, i am no good critiziser. BUT, it looks very dark inside, and the tree stumps looks weird too.
     
  4. PROXY

    PROXY

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    ahh, very nice for a second scratch one, but you should try to lower the polycount and find a better texture for the pot. but it's deffintly good :)
     
  5. chilla_killa

    chilla_killa

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    The poly count is much to big :(
    I would use this rusty texture of "Textures\LordSNatural.blp"
     

    Attached Files:

  6. mnib

    mnib

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    nice i like it xD
     
  7. Walle

    Walle

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    Maybe make the cauldron rounder?, just a little so it looks more like a Cauldron instead of a pot
     
  8. Alfagar

    Alfagar

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    :D nice, heroes 3! The form is not like in the pic
     
  9. Misha

    Misha

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    It is too high-poly
     
  10. chilla_killa

    chilla_killa

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    lulz
     
  11. Reaper51

    Reaper51

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    If it was 10k maybe i would include it in a map, but very useful for and nicely done so i vote for approval.

    NO WAY chilla_killa you got to stop posting before me :D
     
  12. MGCǂSpectre

    MGCǂSpectre

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    Mercury! Heroes 3 resources, nice. I'm looking forward to your Heros 3 map ;)
     
  13. chilla_killa

    chilla_killa

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    W00t?
    I do whatever I want dude!!
     
  14. Reaper51

    Reaper51

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    It's so random cuz every time i try to post your like 30s ahead!
     
  15. chilla_killa

    chilla_killa

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    Nihahahahah, that's why I'm called chilla_killa
     
  16. stifler101

    stifler101

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    HoMM3 = the bomb!
     
  17. BillyBarktree

    BillyBarktree

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    Nice

    exactly what i needed thx and + rep (when i can again) :)
    but - if there are a lot of these placed on the map the poly count has to be smaller, doesn't matter with such a small model anyways :) perhaps reduce number of logs and make them and the cauldron less round etc
     
  18. karland90

    karland90

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    update1: added a portrait (thx chilla_killa) and a (proper?) death animation.
    reduced the polycount a little and reduced the filesize more.

    i think portrait was necessary if it was to be used as an item, right?

    the only way i could greatly reduce the polycount would be to remove all what is inside the pot. the logs dont give much polys at all.

    so should i make the pot hollow from the inside (should use 2sided texture?).

    thx for help and feedback ^^
     
  19. karland90

    karland90

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    well about the polycount look at my post before this one.

    and i dont like that rusty texture. thats what the "cauldron with heads" uses and it doesnt quite look like what i had in mind (homm resource). i tryed several different textures before setting with this one (this one looked the least bad when i tryed to wrap it -.-). but i do agree that i should suddenly learn how to make better UV. atm i pretty much just projected it on to the texture.