View previous topic :: View next topic |
Author |
Topic : "Digital painting and 3d model Review" |
Sap junior member
Member # Joined: 08 Feb 2001 Posts: 41 Location: Washington
|
Posted: Sat Feb 10, 2001 8:25 pm |
|
|
Heres a character that the Ege Team is putting togather.. The drawing/painting/model were done by our good friend and all around buttsniffer Crakbeenie... Anyways give us your 2 cents!
Concept Art
90% done low poly model
thanks
------------------
Booya grandma!! Suck it!
Www.Sidiouz.com |
|
Back to top |
|
sahripper member
Member # Joined: 11 Dec 2000 Posts: 69 Location: Michigan
|
Posted: Sat Feb 10, 2001 8:45 pm |
|
|
Cool, wish I could learn how to use 3DSM... |
|
Back to top |
|
CrakBEENie member
Member # Joined: 08 Feb 2001 Posts: 60 Location: washington
|
Posted: Sat Feb 10, 2001 8:56 pm |
|
|
oh, but you can...you can learn to use 3dmax in 5 easy steps..just send me 16 payments of $150 bucks and youll learn...guaranteed |
|
Back to top |
|
Sap junior member
Member # Joined: 08 Feb 2001 Posts: 41 Location: Washington
|
Posted: Sat Feb 10, 2001 8:58 pm |
|
|
Whatever don't listen to him... i taught him everything he knows... Send me the 5 easy payments of 19.99.. and I will show you all you need to know..
-Sap-
------------------
Booya grandma!! Suck it!
Www.Sidiouz.com |
|
Back to top |
|
NilreMK junior member
Member # Joined: 19 Jan 2001 Posts: 33 Location: Canada
|
Posted: Sun Feb 11, 2001 2:07 am |
|
|
His cartoony proportions looks good in 3d but you waste a lot of polygons (I assume this is to be used in a game?) I'm not sure what is the polycount you're aiming for but you can probably model his belt, his coat and other details if you optimised the mesh a little. Some flat-shaded pictures would be nice btw, smooth-shaded tend to hide a lot of stuff, especially when you don't use any smoothing groups.
-N http://merlin.zsnes.com |
|
Back to top |
|
CrakBEENie member
Member # Joined: 08 Feb 2001 Posts: 60 Location: washington
|
Posted: Sun Feb 11, 2001 2:52 am |
|
|
he is 1548 polys...yeah, i could lose some polys in spots, this is my first shot at modeling a character for a game, i figured we could do the belt with textures, but i dunno, you think it would be better modeled??...any other comments are appreciated...except those from Sap
[This message has been edited by CrakBEENie (edited February 11, 2001).]
[This message has been edited by CrakBEENie (edited February 12, 2001).] |
|
Back to top |
|
NilreMK junior member
Member # Joined: 19 Jan 2001 Posts: 33 Location: Canada
|
Posted: Sun Feb 11, 2001 4:16 am |
|
|
It could be textured of course, but you could give him more 'punch' if you modeled it instead of only relaying on textures. I think you should merge a couple of rows togheter in the torso and in the arms, and use those triangles to add a couple of new features. |
|
Back to top |
|
Sap junior member
Member # Joined: 08 Feb 2001 Posts: 41 Location: Washington
|
Posted: Sun Feb 11, 2001 4:54 pm |
|
|
Ya, we're going to model it... But crakbeenie has a big ego and likes to post all his shit everywhere.. it compensates for his small genitals....
-Sap-
------------------
Booya grandma!! Suck it!
Www.Sidiouz.com |
|
Back to top |
|
CrakBEENie member
Member # Joined: 08 Feb 2001 Posts: 60 Location: washington
|
Posted: Sun Feb 11, 2001 4:59 pm |
|
|
only if yer comparing me to elephants and roadside donkeys |
|
Back to top |
|
Sap junior member
Member # Joined: 08 Feb 2001 Posts: 41 Location: Washington
|
Posted: Sun Feb 11, 2001 5:05 pm |
|
|
Of course, I always compare you to those.
------------------
Booya grandma!! Suck it!
Www.Sidiouz.com
[This message has been edited by Sap (edited February 11, 2001).] |
|
Back to top |
|
CrakBEENie member
Member # Joined: 08 Feb 2001 Posts: 60 Location: washington
|
Posted: Mon Feb 12, 2001 12:27 am |
|
|
i might do just that...ill repost when changes get made... thanks |
|
Back to top |
|
CrakBEENie member
Member # Joined: 08 Feb 2001 Posts: 60 Location: washington
|
Posted: Fri Feb 16, 2001 6:10 pm |
|
|
aarrghhh..... |
|
Back to top |
|
Rhythmeen junior member
Member # Joined: 22 Jan 2001 Posts: 36 Location: The States
|
Posted: Fri Feb 16, 2001 6:52 pm |
|
|
Always remember when trying to optimize your model: turn and divide. Then start to weld some vertices together after to drop the count. you'd be surprised at the details that the texture can create. you'd lose a lot of polys by texturing the hair, not modeling it.
you have to keep in mind what game engine you are using and the average polys in a stock character model. Q3 Motor? target 1200 max.
It looks great! very close to the concept - my opinion is to let the skin pick up as much detail as possible, and only model the features that you absolutely need. you can easily drop some polys out of the sleeves and jacket.
[This message has been edited by Rhythmeen (edited February 16, 2001).] |
|
Back to top |
|
Elijah member
Member # Joined: 14 Feb 2001 Posts: 79 Location: Seattle, WA US
|
Posted: Fri Feb 16, 2001 7:53 pm |
|
|
But if you Weld vertices you end up with un needed polys, Better to collaspe |
|
Back to top |
|
Rhythmeen junior member
Member # Joined: 22 Jan 2001 Posts: 36 Location: The States
|
Posted: Fri Feb 16, 2001 8:08 pm |
|
|
doesn't the "remove isolated vertices" take care of that? i may have just learned something here.... hmmmm. |
|
Back to top |
|
|