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Author   Topic : "Low Polygon Game Character - PS2 Development"
OPTX
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Joined: 13 Dec 2000
Posts: 40
Location: Charleston, WV USA

PostPosted: Fri Jan 19, 2001 1:48 am     Reply with quote
Hi! This is a character that I did for some PS2 Development studies this past week. He is 902 Polygons total. I know I can get by with higher poly counts on PS2 and XBOX than what I did here but he looks higher than the 902 polygons that compose his mesh. All of the texture maps were painted with a wacom and Adobe Photoshop v5.5. He was modeled and mapped in 3D Studio Max v3.1 and using Character Studio v3.0 for biped animation. There are 6 more models in this series and will be used on a demo reel that is in progress right now and should be completed within the first two weeks of February. Hope that's enough info, if anything else you would like to know, just ask and I'll do my best to answer. Laterz.



------------------
My imagination won't leave me alone.



[This message has been edited by OPTX (edited January 20, 2001).]
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NilreMK
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Joined: 19 Jan 2001
Posts: 33
Location: Canada

PostPosted: Fri Jan 19, 2001 5:49 am     Reply with quote
There are too many weird things going on to name them all, especially in the arm/shoulder/torso.. and head areas Just grab some reference pictures to make your life easier. Move/Scale some vertices and you should be able to fix him in no time.

-N
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LeChuck
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Joined: 20 Dec 1999
Posts: 406
Location: unknown

PostPosted: Fri Jan 19, 2001 8:04 am     Reply with quote
ummm... NilreMK, perhaps your not familiar with the term "Low Polygon Count". If you want a more realistic model you need to add more polys. That means more strain on the video game system.
And as we all know the PS2 can't handle high polygon counts

From my experiance 3D modeling is a very very difficult thing to do well. Iv been playing with it for years and still cant make my imagination come to life in 3D.

Good work on the model and textures OPTX.

[This message has been edited by LeChuck (edited January 19, 2001).]
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NilreMK
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Joined: 19 Jan 2001
Posts: 33
Location: Canada

PostPosted: Fri Jan 19, 2001 9:37 am     Reply with quote
LeChuck: Actually I'm fairly experienced at low-poly modeling (you can check my webpage)

It looks like OPTX updated his image though, and its a lot better now. The arms still feels a bit funny (are they as big as his legs?!) but it would be easier to critic with flat-shaded renders from different perspective. Anyway, it looks alright for a generic 900-poly guy, maybe make his head slightly bigger and his shoulders less whide? Or give him really strong neck-muscles + bigger legs? Also, maybe you can make his skin, how could I put this... less green?

-N
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OPTX
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Joined: 13 Dec 2000
Posts: 40
Location: Charleston, WV USA

PostPosted: Fri Jan 19, 2001 1:20 pm     Reply with quote
In response to NilreNK...um...guy...hate to tell ya but the guys over at Capcom, EA, and Westwood seem to think that I shouldn't change this model at all. I think I'll go with their collective opinions. As for the green, that's lighting my friend or maybe you didn't see the red light cast as a backlight either...hmmm...Anyways the model was fine the first time, I changed nothing between the old pic and the updated pic...just posed him. Maybe you have an odd way of looking at geometry. Oh well I'm not here to fight or complain, just thought I'd post my thoughts.

LeChuck: Thanx for the nice comments, it's appreciated.

Laterz

------------------
My imagination won't leave me alone.
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NilreMK
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Location: Canada

PostPosted: Fri Jan 19, 2001 3:58 pm     Reply with quote
First of all: if you don't want critics, don't post. And what is the point to use colored lighting when showing off a model?! It does nothing but screw up the skin colors. Its not like you were setting up a dramatic composition! Also, because the "guys" from Capcom/EA/Westood didnt gave you any advices doesnt mean your model is perfect. I'm not saying its bad but it could be better. If you don't want to improve, you're on the right track though.

-N
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waylon
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Joined: 05 Jul 2000
Posts: 762
Location: Milwaukee, WI US

PostPosted: Fri Jan 19, 2001 4:06 pm     Reply with quote
I do have to agree with nilreMK... The shoulders seem a bit big, and his head seems like it's not sitting quite right on them. He'd probably look fine if his shoulders were smaller or if his neck was bigger.

And just because you've gotten compliments from a few people doesn't mean it's the best it can possibly be. Though if they're the ones you're trying to impress, it's probably good enough.
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Sergenth
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Joined: 06 Apr 2000
Posts: 437
Location: Milford NJ USA

PostPosted: Fri Jan 19, 2001 4:23 pm     Reply with quote
As a comic-book style villain... I would say that proportions don't make much difference for a game character.

The only things I would worry about are seams that show, textures that don't wrap nicely and joints that don't animate well.

Unfortunatley, it's hard to see these things until they are animated.

I'm a major newbie in low-poly game modelling, so I can appreciate your work and absorb some of what you dit too.
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black_fish
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Joined: 31 Jul 2000
Posts: 333
Location: Los Angeles, California

PostPosted: Fri Jan 19, 2001 6:52 pm     Reply with quote
Not Bad but not too good either. And you can probably do a character like that in about 700. Don't get fooled in thinking that 900 is low for PS2/XBox...

What size are your textures?

Your stuff is pronising though, keep working on it.
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Anthony
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Joined: 13 Apr 2000
Posts: 1577
Location: Winter Park, FLA

PostPosted: Fri Jan 19, 2001 7:01 pm     Reply with quote
Dang, how'd you get a contract doing low poly modelling for EA and Capcom? *grumble*

------------------
-Anthony
Carpe Carpem

PS: How about some hips on that guy?

[This message has been edited by Anthony (edited January 19, 2001).]
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shahar2k
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Joined: 01 Jun 2000
Posts: 867
Location: Oak Park CA USA

PostPosted: Fri Jan 19, 2001 10:59 pm     Reply with quote
hmm, that does look a bit simple for 900 polys... unless those are fully articulated fingers I'm looking at....?
could you please post a mesh shot?
I've been doing low poly for all of 2 years now, heh so I'm not the authority (still can't do good textures)

that does not look capcom quality though, at least not their usual style, it has more of an american look to it....
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fazedesign
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Joined: 28 Nov 2000
Posts: 115

PostPosted: Sat Jan 20, 2001 1:27 am     Reply with quote
Ive done a bit of low poly modeling in my time, now i dont know what kind of game that is for, but holy shit that lil dude is out of proportion!! hang your arms down by your sides for a minute, look how much they stick out from the sides of your body, um, not THAT much is the answer. and for a PS2 he does look quite cartoonish, you could probably double the poly count of that for a PS2 no probs.
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samdragon
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Joined: 05 May 2000
Posts: 487
Location: Indianapolis

PostPosted: Sat Jan 20, 2001 1:46 am     Reply with quote
??? where did da pic go? I was wanting to see this. oh well.
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dean
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Joined: 21 Jan 2001
Posts: 7
Location: UK.

PostPosted: Mon Jan 22, 2001 12:26 am     Reply with quote
i saw this same post at 3d palette.
and thought you seemed a little too sure of things or perhaps its just enthusiasm.
i think it would be a good idea for you to look at some of the work of established designers i think it might help.
the model is a good start but i think you need more practice and experiance before thinking of applying for professional work.

keep practising,i hope it pays off for you in the end.

------------------
he didnt care anymore.
life -death -the same
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