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[wip] modelling...
#202895
04/17/08 22:27
04/17/08 22:27
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
OP
Senior Expert
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OP
Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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trying to create a model once again it took me around 3 hours till now... the highpoly version is at ~8000 polies (i may be optimizing the mesh sometime, there is a lot possible i believe) lowpoly is ~2300 polies and looks nice, too
www.earthcontrol.dequoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
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Re: [wip] modelling...
[Re: Toast]
#202904
04/17/08 23:22
04/17/08 23:22
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Joined: Aug 2002
Posts: 572 Toronto
MadMark
User
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User
Joined: Aug 2002
Posts: 572
Toronto
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I don't know, looks like a pretty good distribution of polygons for an in-game mesh. Why use more than you need? Just watch out for texture stretching around the hip area where the legs and torso meet.
A wise man once said, "Make it as simple as necessary. But no simpler."
Mark
People who live in glass houses shouldn't vacuum naked.
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Re: [wip] modelling...
[Re: ello]
#202932
04/18/08 06:36
04/18/08 06:36
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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A very good general shape! You can reduce the symmetry of the parts of the arms and legs, later. The limbs have different 'weight' inside and outside, at their front side and back side, whether it is a leg, arm, hand or a finger.
To adjust the hands shouldn't be too difficult: just increase the size of the palm, then increase the size of two fingers and move the middle finger including its root to round the palm a bit.
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Re: [wip] modelling...
[Re: Pappenheimer]
#203213
04/20/08 13:16
04/20/08 13:16
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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Unique style IMHO, the poly flow looks correct too thus for a 3 hours jobs, this is nice  !! Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: [wip] modelling...
[Re: DLively]
#208835
05/29/08 21:27
05/29/08 21:27
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Joined: May 2006
Posts: 90 England
TigerTao
Junior Member
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Junior Member
Joined: May 2006
Posts: 90
England
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Very nice for 3 hours work. I agree with broozar on his observations. Is this set to a skeleton? If not you may find difficulty in skinning the character to a skeleton if this is your bind pose. Keep to a T-pose thus allowing vertices to meld to a bone without melding also to another bone that is not in the same limb. Also add one more line of vertices to the waist for a smoother spine deformation and one more line of vertices respectively below the diagonal groin to hip lines of vertices. This should allow the hip to keep its structure while the upper leg can bend more from the extra line. Sorry if that sounded confusing. Keep it up 
Last edited by TigerTao; 05/29/08 21:36.
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