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Skull & Candle #127253
04/29/07 23:04
04/29/07 23:04
Joined: Aug 2002
Posts: 572
Toronto
MadMark Offline OP
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MadMark  Offline OP
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Joined: Aug 2002
Posts: 572
Toronto
Had a little time today, whipped up a skull candle holder.
More poly's then I would like, but eh, just an exercise.
Look forward to any ideas around optimization. As you can tell, it is an extruded sphere.


Stats
Format: MDL7
Skins: 0 (removed the skin as it is n't mine.)
Verts: 443
Faces: 872
Anim: No
Frames: 1
Bones: 0
Time: 2 hours

Free to use, with credit.
Skull Candle Model

Cheers!
Mark


People who live in glass houses shouldn't vacuum naked.
Re: Skull & Candle [Re: MadMark] #127254
04/30/07 03:15
04/30/07 03:15
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
It doesn't look bad in the wireframe view, but the garaud shading in 3d view kills it. Also the skin [though borrowed] could be better mapped.

Still though, a nice contribution that would fit in some of my games quite well... thank you.


xXxGuitar511
- Programmer
Re: Skull & Candle [Re: xXxGuitar511] #127255
04/30/07 06:12
04/30/07 06:12
Joined: Aug 2002
Posts: 572
Toronto
MadMark Offline OP
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MadMark  Offline OP
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Posts: 572
Toronto
There is a lot of detail in the mesh that the view doesn't really show. There is a cheek bone that sticks out away from the main skull that I intentionally skinned with a lighter color. I should have rotated a little more to remove the "flattening" of the face and taken the time to give him a "smile" too. The teeth are there, just not mapped to a white area.

I will leave that to those who want to skin it.

Any tips on optimizing the mesh? It's still too high-poly for my liking. I've split and redone it several times now, but it just hovers around the 500 mark. If I dig down around the facial structures, where there are still some smaller poly's, I lose the details I like.

Mark


People who live in glass houses shouldn't vacuum naked.
Re: Skull & Candle [Re: MadMark] #127256
04/30/07 08:17
04/30/07 08:17
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Antwerp,Belgium
Indeed a nice skull Mark ^^
Maybe you could make a video of it to make sure all of the elements of this model would become visible

Cheers

Frazzle


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Re: Skull & Candle [Re: frazzle] #127257
04/30/07 10:16
04/30/07 10:16
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Finland
I don't see the poly problem. 500 polies isn't nothing.

But you could try to optimize the mesh and do the details (if possible) straight to the skin.

Very nicely, bit complex, done skullcandle


"Yesterday was once today's tomorrow."
Re: Skull & Candle [Re: Inestical] #127258
04/30/07 10:31
04/30/07 10:31
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

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Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Quote:


I don't see the poly problem. 500 polies isn't nothing.





double negation


i dont like the texture of the skull, and the candle could be bigger IMO.


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Re: Skull & Candle [Re: Inestical] #127259
04/30/07 23:23
04/30/07 23:23
Joined: Aug 2002
Posts: 572
Toronto
MadMark Offline OP
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MadMark  Offline OP
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Posts: 572
Toronto
500 poly's isn't bad. I tried to optimize the underside and back of the jaw, but the best I got was 420-ish. Not worth the effort...

Video. Good call. Shoulda done a "step-by-step". Nuts!

Mark


People who live in glass houses shouldn't vacuum naked.
Re: Skull & Candle [Re: MadMark] #127260
05/01/07 00:12
05/01/07 00:12
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Joined: Apr 2005
Posts: 3,815
Finland
MadMark: I ment that 500 polies is nothing

You can render pretty many of 'em in one scene, but do resize the candle.

Otherwise good job.

EDIT: Hint: Never make small and complex features to the mesh, but make them into the normalmap and skin.

Last edited by Inestical; 05/01/07 00:13.

"Yesterday was once today's tomorrow."

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