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Re: Head-ache [Re: A.Russell] #16867
10/10/03 16:24
10/10/03 16:24
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
yeah, i dont think this looks bad, maybe you have to lay back a little and then look again. i think if you texture it it will look very nice. and as you are trying to achieve a low poly count, what do you want more. i like it very much and i know if working for longer time on the same thing you get a feeling that you dont like it, but thats just temporarily i think. go on


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Re: Head-ache [Re: A.Russell] #16868
10/10/03 20:05
10/10/03 20:05
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Bielefeld, Germany
Quote:

I've labored over this head for longer than bears thinking about, and it still looks crap.

Although it looks okay against the backdrop, the whole thing just seems too long and drwn, not to mentionthe contours of the face look strange.





I don't know what you're talking about? The face is great!!! And I thought I would be selfcritical!! It's really great!! Even, if it wouldn't be at perfect as it is - with gourod shading and texture ingame you wouldn't see detail 'unperfectnesses'. Take in acount that the animation would shift the vertices against each other a little, too.

Re: Head-ache [Re: Pappenheimer] #16869
10/10/03 20:26
10/10/03 20:26
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline OP
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A.Russell  Offline OP
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Japan
Hmn, thank you everybody, I wasn't expecting that response. I guess I've made a face (anatomically correct or not) though not the face I was hoping for. If you look at my illustrations and reference pics, I was hoping for a cuter, rounder face. I just haven't been able to achieve it.

I'll finish the hair, try texturing then see how it looks.

Thank you for the nice comments.

(of course, I've had some Tanquiri and biters, a large bottle of beer and a bottle of good Italian wine, so it doesn't look so bad to me now. Let's see tomorrow)

Last edited by A.Russell; 10/10/03 21:40.
Re: Head-ache [Re: A.Russell] #16870
10/10/03 21:56
10/10/03 21:56
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
myrlyn68 Offline
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myrlyn68  Offline
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Posts: 2,826
Margaritaville (Redneck Rivier...
One thing you have to consider when you are using low polygon models is that a lot of the detail will be in the texture.

While it takes a bit of practice to say what will be what - a general rule of thumb is to look at the face as a silhouette. If you don't see it sticking out - it doesn't exist on the mesh.


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Naked Body [Re: myrlyn68] #16871
10/17/03 03:15
10/17/03 03:15
Joined: Mar 2003
Posts: 4,427
Japan
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A.Russell Offline OP
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A.Russell  Offline OP
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Japan
I fixed the face and hair up a bit and put them on the body. Now, onto the clothes. My poly budget is running low. I'm now at 2100 polies, though I'm sure I can find some to cut out.






I would like to put more polies in the hair so I can animate it. However, I think her long dress might bring me close to my limit. I need a few polie for the inside of the back of her hair, too.



Clothed [Re: A.Russell] #16872
10/17/03 23:12
10/17/03 23:12
Joined: Mar 2003
Posts: 4,427
Japan
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A.Russell Offline OP
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A.Russell  Offline OP
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Japan
Here she is with clothes on. Getting a bit worried about my poly count.



Re: Clothed [Re: A.Russell] #16873
10/18/03 05:21
10/18/03 05:21
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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California, USA
Wow, you have done a really wonderful job here A. Russel! I am very impressed by how your work has progressed!

Can I ask is all of the dress seperate from the legs? What I mean is couldn't you save some poly by say making the top 1/3 of the legs part of the dress -not sure if I'm being clear.

I found a couple nice examples of low poly modeling you may also like

http://d217859.bo21.bootlegweb.com/forum/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=9;t=000262

http://come.to/palmery

Last edited by bupaje; 10/18/03 05:29.

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Re: Clothed [Re: bupaje] #16874
10/18/03 10:36
10/18/03 10:36
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline OP
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A.Russell  Offline OP
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Joined: Mar 2003
Posts: 4,427
Japan
Thanks Bubaje, I'm thinking of knocking some of the legs off, but I'm holding off on doing so in case I find I need them later on for animating or something (haven't quite worked out how weighting and rigging works, yet). You'll see that there are area where I really need more polygons at the back of the hair and behind the slits in the dress. I haven't pur the gun holster on her leg yet either.

I didn't make life easy on myself for a first model. Can anyone tell me if if is olay to go around and optimise it after it is skinned and animated?





Re: Clothed [Re: A.Russell] #16875
10/18/03 13:25
10/18/03 13:25
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
myrlyn68 Offline
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myrlyn68  Offline
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Posts: 2,826
Margaritaville (Redneck Rivier...
You can generally do a bit of optimising following skinning/animating, though not much. With skinning, you will almost certainly have to redjust the UV map following any removal of faces/vertices - but it is generally pretty straight forward in what needs to be done.

Animation is a bit more complicated. Chances are you are going to be animating with bones (even if you descide to save it out as vertex animation later), so it makes life a lot easier. You will still probably have to readjust the weighting on the mesh to correct any errors which occur due to removed faces.

Just looking at the wires - although it looks as though you are probably pushing 3500 polygons you should have no problem getting it in line. A number of the faces on the legs themselves will not be seen ever - so you will be able to clean those up quite easily.

The clothing will take some creativity, though you can reduce it by about a third and loos no smoothness in the animation.


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Re: Clothed [Re: myrlyn68] #16876
10/18/03 13:38
10/18/03 13:38
Joined: Mar 2003
Posts: 4,427
Japan
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A.Russell Offline OP
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A.Russell  Offline OP
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Joined: Mar 2003
Posts: 4,427
Japan
So, by the sounds of it, it's easier to optimise the mesh before skinning and animation. Unless I optimise it, it will go a little over the 2500 poly limit (but nowhere near 3500).

Thanks for the advice.



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