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Re: Head-ache
[Re: A.Russell]
#16868
10/10/03 20:05
10/10/03 20:05
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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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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.
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Re: Head-ache
[Re: Pappenheimer]
#16869
10/10/03 20:26
10/10/03 20:26
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Joined: Mar 2003
Posts: 4,427 Japan
A.Russell
OP
Expert
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OP
Expert
Joined: Mar 2003
Posts: 4,427
Japan
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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.
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Re: Head-ache
[Re: A.Russell]
#16870
10/10/03 21:56
10/10/03 21:56
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Joined: Feb 2003
Posts: 2,826 Margaritaville (Redneck Rivier...
myrlyn68
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
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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.
Virtual Worlds - Rebuilding the Universe one Pixel at a Time.
Take a look - daily news and weekly content updates.
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Re: Clothed
[Re: A.Russell]
#16875
10/18/03 13:25
10/18/03 13:25
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Joined: Feb 2003
Posts: 2,826 Margaritaville (Redneck Rivier...
myrlyn68
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
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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.
Virtual Worlds - Rebuilding the Universe one Pixel at a Time.
Take a look - daily news and weekly content updates.
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