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Topic : "lowpoly game model for critique" |
eli junior member
Member # Joined: 31 May 2001 Posts: 6 Location: Kirkland, WA, USA
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MadSamoan member
Member # Joined: 21 Mar 2001 Posts: 154 Location: Moorpark,CA
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Posted: Thu Jun 21, 2001 8:31 pm |
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A wireframe or image of the model in a flatshaded view would be helpful.
First impression, it looks good, although I'm not sure where all your polygon budget is going. You should be able to knock out 100-300 polys and still keep the level of detail you've currently got. For 1100 polys you should be able to get smoother horns and musculature. The texturing and anatomy look good, although there's a little texture streaking on the biceps. I don't think you should have modeled the bottom of the shoulderpad. You could have gotten away with just texturing that part. Also, the arms look way too long. The top of the thumb joint should be at about crotch level when you lower the arms to the side. I do realize though that in certain 3D software packages, particularly Lightwave, arms can look extremely long in those poses (the DaVinci/Vetruvian Man pose) when viewed in the perspective viewing window.
Overall, a very solid effort and you could potentially be doing this for a living. Just keep at it, make more models and keep improving your drawing skills because it pays off in your texturing. |
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eli junior member
Member # Joined: 31 May 2001 Posts: 6 Location: Kirkland, WA, USA
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Posted: Thu Jun 21, 2001 8:53 pm |
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Thanks for the feedback! Here's a flat shaded/wire frame pic.. I'm still getting the hang of polycount optimizing -- hopefully my next model will be better. It's great to get feedback from someone like you who's actually doing this for a living -- that's my main focus right now. I just got laid off from the dot-com I was working at for the last 3 years and I really want to work at a video game company as a 3D modeler now.. I'm looking for work up in the Seattle area..
http://www.eliwolff.com/new_stuff/ogre_flat |
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MeatyCheesyBoy member
Member # Joined: 02 Dec 2000 Posts: 139 Location: Everett, WA USA
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Posted: Thu Jun 21, 2001 10:16 pm |
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How many triangles are each of the hands? I can't tell from the angle whether you modelled seperate fingers but from the density of the wireframe pic, it looks like the hands have a lot of polys. |
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eli junior member
Member # Joined: 31 May 2001 Posts: 6 Location: Kirkland, WA, USA
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Posted: Thu Jun 21, 2001 10:43 pm |
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The hands are really dense.. I modeled each finger, so that's probably not a good idea, huh? For my next model, I will keep the hands much simpler.
-- eli ![](images/smiles/icon_razz.gif) |
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Dan3d member
Member # Joined: 05 Jun 2001 Posts: 62 Location: Voorhees, New Jersey
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Posted: Fri Jun 22, 2001 7:56 pm |
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You can also save polys by NOT modeling the belt that goes over his shoulder. That can be done with a texture on the skin instead. Also, you don't have to model the skull on his belt. That could also be a texture. As you guessed, it is not a good idea to model each finger. Most low poly models either have no fingers and a thumb, or the thumb, index finger and the rest of the fingers are "fused" together.
Depending on the game engine, you should target anywhere from 600-2000 polys for your characters. The number you need depends on the importance of the character. If it is a common monster (one that will attack the player in large groups), then 600-800 polys seems to be a good number. If the monster is one that you only see one - three of, then maybe a bit more (somewhere around the range you have). If it is a "boss" monster, then you can add more details. |
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