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Topic : "My first Low Poly Model.(feedback please)" |
Jyashuwa member
Member # Joined: 14 Jan 2000 Posts: 64 Location: Edmonds, Wa
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Posted: Tue Jun 27, 2000 11:36 pm |
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I've been exploring how to make 3d models for games, and this was my first shot at it.
It's 817 triangles and I hope to get it animated for my portfolio. If anyone(especially game artists) can give me feed back, it would help me alot.
thanks. |
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Hurri-cane member
Member # Joined: 01 May 2000 Posts: 466 Location: sweden
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laps junior member
Member # Joined: 15 Jun 2000 Posts: 31 Location: Oslo, Norway
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Posted: Wed Jun 28, 2000 1:43 am |
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could we see the wireframe too? 817 polys sounds like a lot..every poly has to count in game graphics. Well, for now anyway, with these new cards we'll all soon make 5000+ poly per character )
ah.. ![](http://www.sijun.com/dhabih/ubb/smile.gif) |
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Medina junior member
Member # Joined: 21 Jun 2000 Posts: 2 Location: abbotsford,bc,canada
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Posted: Wed Jun 28, 2000 3:58 am |
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and now with the new consoles like playstation 2 wich can handle 15000 polys per
character with 40 chars on screen you can realy go nuts
overall its nice but 800 is a bit much for that mod |
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Frost member
Member # Joined: 12 Jan 2000 Posts: 2662 Location: Montr�al, Canada
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Posted: Wed Jun 28, 2000 5:15 am |
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15000 polys * 40 characters? hehe...
Jyashuwa: Indeed it's a nice looking model, but the poly count seems a bit high. What are you using to model? Max? It would also be a good idea to have the one single texture for the model if you're looking to show this off to a potential employer -- if you show you can deal with less (withing a certain range) and still do great stuff, it's all for the better. (there's some technicalities also to the fact that it's preferable to have a single texture per mesh..)
frost. |
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failsafe member
Member # Joined: 29 Mar 2000 Posts: 63
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Posted: Wed Jun 28, 2000 8:22 am |
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also try and get your seams to be less evident, especially on the face. It will be worth your time to fix things like that if this is going on your portfolio. check out Joachim's page at http://home.sol.no/~jbarrum/site/3dmodeling.htm
and see first where he used his poly's, especially on the soldier (ie: a bit more detail around head and hands) and second how much difference that texture makes. You want to try and trick the viewer into thinking it's alot more than 800 poly's. oh and if you show an update on this character i think it would be better for a 3/4 shot rather than an orthographic front view |
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Tinusch member
Member # Joined: 25 Dec 1999 Posts: 2757 Location: Rhode Island, USA
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Posted: Wed Jun 28, 2000 8:54 am |
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Hmm, let's see...
Start>Run>Calc
That's 600,000 polygons. |
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Jyashuwa member
Member # Joined: 14 Jan 2000 Posts: 64 Location: Edmonds, Wa
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Posted: Wed Jun 28, 2000 9:07 am |
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Thanks everyone. The feedback has been great. I'm probubly going to dump as many triangles as I can and completely redo the texture layout for the head. When I look at it now it really bothers me.
This is my first model, so I definitely learned alot from it.
Just curious, What would be a good guideline in terms of Polycount? I choose 800 because I heard Halflife models used about that many.
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Wed Jun 28, 2000 9:09 am |
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divide the highest maximum poly count by 2
i.e. 400 would be ok now
and by the way that mesh looks like, you've wasted about 300-400 polygons anyway.
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the not so resident caustic bitch, and the owls turned back the way they are.. even the foos ain't trippin' no more. 35983387 / [email protected] |
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Haarg2 junior member
Member # Joined: 19 Jun 2000 Posts: 49 Location: uk
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Posted: Wed Jun 28, 2000 10:15 am |
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I'm wondering and though it isn't critique it's pretty related to this thread so...
What's the best way to apply textures for low poly in the opinions of this forum? i mean looking toward games i haven't really followed FPPgames editing since quake so....
anyhow, that's all
Thx
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Nex member
Member # Joined: 25 Mar 2000 Posts: 2086 Location: Austria
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Posted: Thu Jun 29, 2000 12:14 am |
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there is a tool in 3dsmax called "UVW unwrap". What it basically does is it takes the mesh you apply it to and lets you stretch it out on ONE single bitmap.
So if you use a UVW map modifier on every single part of the model (arms, head) AND an UVW unwrap modifier on them you can map your whole model with just one skinmap.
note: its hard, I tried it, I hate it.
Note2: but they do it (HL models for example)
Oh.. and I agree 800 poly's is WAY too much.. 300 to 400 should be acceptable.
And I think its pointless to try to lower the polycount on a high poly model by hand.. you will not get a clean mesh symmetrical out of it most of the time.
[This message has been edited by Nex (edited June 29, 2000).] |
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Haarg2 junior member
Member # Joined: 19 Jun 2000 Posts: 49 Location: uk
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Posted: Thu Jun 29, 2000 11:32 pm |
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Neat tip Nex, thanks. All I have to do now is find someone with 3dSMAX (using lwave currently...ooh and the wodnerful imagine for windows special edition demo - kickass
Moment I'm tryign to model fairly low poly perps (ala X-COM:UFO Defense/Enemy Unknown screen size but in 3d) but still... it's pretty hard to keep beneath 300 (we're usign separate limbs so you can lop 'em off...nice)
Anyhoo...thanks. for the tip. |
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Emmanuel junior member
Member # Joined: 18 Jun 2000 Posts: 11 Location: Homburg, Saarland, Germany
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Posted: Sat Jul 01, 2000 1:29 am |
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Hi,
You don't have to switch to MAX. L6 has some nice texturing tools for UV-mapping now.
Alternativley, there are shareware or freeware apps available on the net that allow You to unwrap in Q2 or Half-Life style.
LW is pretty good for modeling low polies.
At the company, we use MAX (so far), and it is not as fast and fluent in that department.
I think.
Bye,
Emmanuel |
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Haarg2 junior member
Member # Joined: 19 Jun 2000 Posts: 49 Location: uk
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Posted: Sun Jul 02, 2000 6:27 am |
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Coo thanks Emmanuel, I've got to get those UV tools figured out....What kinda lowpoly stuff do you model, BTW?
Thanks
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Haarg2 (if that is my real name, which it isn't)
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Gambit member
Member # Joined: 01 Jul 2000 Posts: 213 Location: Las Vegas, NV, USA
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Posted: Sun Jul 02, 2000 12:52 pm |
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Hey Jyashuwa, I like what you have started here. You have taken it upon yourself to finish a whole model and it looks like your on the right path.
Ok, as far as your poly count of 817, right now the UnrealTournament models that Shane Caudle modeled were at about the 600 count. Take a look at his site, he works for Epic Games. http://www.planetshane.com/
If you visit http://www.planetquake.com/polycount/ and look at what people model, they sometimes go quite high in the nuumber of polys, but of course when filled with 10 players in Deathmatch it is going to slow down the game pretty bad.
Just keep plugin away at try to get the count of the model down and you will find that it is worth your while. It can be rewarding to find new ways to cut out some polygons.
As far as texturing the model, Nex was right. Try visiting this tutorial http://www.cschell.com/tutorials.html?skinmaxtut - The process can be tricky but it will allow you to planar map the texture on your model. This will almost totally prevent your streching.
Keep up the fine job, Jyashuwa! Please keep on posting your new stuff and good luck!
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OneoftheTwins: www.gamingvault.com
[This message has been edited by Gambit (edited July 02, 2000).]
[This message has been edited by Gambit (edited July 02, 2000).]
[This message has been edited by Gambit (edited July 02, 2000).] |
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psi burn member
Member # Joined: 14 May 2000 Posts: 420 Location: nj
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Posted: Sun Jul 02, 2000 1:08 pm |
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you really need to work on the faces of the head (faces, meaning the regions of the model). they dont connect right, thus the skin wont fit right on it. you can see that, the hair by his ear doesnt fit with the hair on the region, as with other places. also, it looks as if you modelled the back of his head and neck first, and then modelled the front of his face and stuck it on. not very a good idea because they never seem to connect right. but this is your first model, so you'll get better, otherwise nice job :] |
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