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Re: Truus
[Re: Joozey]
#141034
07/16/07 03:01
07/16/07 03:01
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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WA, Australia
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so... um... what does truus mean?
also, there may be 8-10 faces per vertex, but there are 3 vertices per face. depending on the model, vertex-count is usually not that far different from poly-count.
the rose online model looks about 2000-3000 polies.
indeed, colour variation is difficult without producing ugly outliers, but the head seems to use a decent portion of the texture (that's a good thing) so things like rosy cheeks, eyebrows, freckles, etc have potential to look really good. the jacket seems to have a fairly nice amount of detail already -- did you paint it yourself?
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: Truus
[Re: JibbSmart]
#141035
07/16/07 04:31
07/16/07 04:31
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Joined: Aug 2005
Posts: 390 Florida
oldschoolj
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Posts: 390
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probably less than 1k, but with a nice normalmap, but I could be wrong. The building in the back and the level symetry suggest that everything is low poly. BTW, Im considering doign normals for all my npc's and characters, so if anyone knows of a way to get ATI NormalUI to work with Maya, by all means educate me. I'm not impressed by nvidias, and Z-Brush costs alot..
you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe.
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Re: Truus
[Re: JibbSmart]
#141036
07/16/07 05:31
07/16/07 05:31
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
so... um... what does truus mean?
It's a female Dutch name. I might say a very rare one nowadays. It once was a name typical for people of lower class, I think farmers often named their baby girls 'Truus' and their baby boys 'Guus'.
Cheers
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Re: Truus
[Re: PHeMoX]
#141037
07/16/07 13:37
07/16/07 13:37
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
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@julz: no no, I just typed jacket in google, and copied a random picture which I could use, then deformed, blended and scaled until it fitted in the unwrap, a little clone pensil to make the back of the jacket and done  . Idk about the huge amount of faces though, maybe MED screws it up. If I drag away the unwrapped eye in the skin editor, there's another eye underneath it, and under that one there are another six eyes o_O I have no idea why. And if I drag away the eye unwrap, several other parts of the model gets moved as well (such as the jacket) which is even in a different skin. I'd say there is some kind of bug. @oldschoolboy: Yes everything is very low poly in rose-online. And you might want to start a seperate thread for that question in 'morbius' or 'third party tools'(?) as more people will be able to answer that question 
Click and join the 3dgs irc community! Room: #3dgs
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Re: Truus
[Re: Joozey]
#141038
07/16/07 15:05
07/16/07 15:05
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Joined: Aug 2005
Posts: 390 Florida
oldschoolj
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 390
Florida
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sorry bout that, i shouldnt have mentioned the normal map thingy, but my brain can be wierd. I really dont think that adding normals to my project is even somthing I want to consider, just an point of interest, lol.
Keep practicing Jostie, and could you please express tehese anomolys in pictures or gie a better script of what your dealing with, I would love to help you solve any problems your having with your model.
you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe.
__________________________________
yours truly
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Re: Truus
[Re: frazzle]
#141040
07/16/07 21:03
07/16/07 21:03
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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^^ haha, thanks for the info phemox! @jostie: lol  well u did a nice job sourcing and blending a jacket texture that fits well  did you make it poly-by-poly in MED or did u use another application? and is there much progress on the hair yet? julz
Formerly known as JulzMighty. I made KarBOOM!
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