PDA

View Full Version : model: basic male for gameproject


kotter
12-15-2003, 03:48 PM
Hey guys!

I'm one of the artists in an opensource game project called openfrag,
and I could use some advice.

The project started about 6-7 months ago, but I only joined a month ago.
Since the start we have released 3 techdemos, and we're currently working on the fourth.
The game is an fps midieval style, and I realy think we can pull it of.
If you'd like to help, you can read more here: http://www.openfrag.org/about.php

Ok, since we're all amateurs in different levels I want to make a basic human model
with as low polycount as possible, but with a good base for animating.
Our models should stay around 1000 polys, so I want to keep this base around 700-800 polys.
This model will then be used to create our actual characters.

So, any crits you can give me on shape and topology would be greatly appreciated.
The main concern right now is that it's good enough to animate with acceptable results.

renders:
http://picserver.student.utwente.nl/getpicture.php?id=567873

wires:
http://picserver.student.utwente.nl/getpicture.php?id=567876

thanx.

CGmonkey
12-15-2003, 04:19 PM
Yo Kotter.. :)

Everything looks pretty good, I see you're modelling it for animation. The weakness of this model I think is the head, it's actually out of proportion a bit.. I think you could either make the actual head taler but keep the eyes where it is or just lower the eyes. It looks a bit like a caveman now :) And oh.. Turn some edges too, especially around the ankle area!

Other than that I would say that the overall topology is nice!

Now.. On a more personal note.. See we're some friends located in the Landskrona / Helsingborg region who's always searching for new talent in our demogroup / game studio.. Maybe you're interested?

Keep up the good work!

kotter
12-15-2003, 05:08 PM
hey CgMonkey :)

thanx for your reply, I agree on the caveman-look.
I'll turn some edged and see what I can do about the head.

I see you're part of Berserk studios, then you know E-we ;)
We've been in the same class for 3,5 years now.

I don't have much free time right now, but if you have a website I'd love to check it out.

kotter
12-15-2003, 06:09 PM
An update of the head, wich I think looks much better, thanx for that CgMonkey.

the update:
(next post)

don't mind the square head, I'm allready over the limit, and he's missing some hands...

kotter
12-15-2003, 10:53 PM
last update today...

I added the hands, but the polycount skyrocketed to 1100+
so I'll have to chop off a couple of fingers :(

anywayz, here's the update:
http://picserver.student.utwente.nl/getpicture.php?id=569281

hmm... if only I could get below 900 I'd be satisfied...

kotter
12-16-2003, 09:26 AM
hmm... kind of quiet around here...

O well, here's an update:
http://picserver.student.utwente.nl/getpicture.php?id=570068

and some wires:
http://picserver.student.utwente.nl/getpicture.php?id=570069

Fixed some proportion problems with his arms and legs, fixed the fingers.
He's now exactly 1000 polys, so I could use some tips on loosing 100 polys without loosing the shape...

CGmonkey
12-16-2003, 11:44 AM
It's coming along real nice..

The hands works but it feels like the thumbs are perhaps a bit too thick. One more thing you should tweak is the feet. Usually the right side of a foot has a hight and then a steep slope down to the left.

If you're going to get this model down to 900 polys it's going to be quite an achievement! I really recommend you to study other models that is below 1,000 polys (like quake 3 models).

The problem as I see it is that with current topology below 1,000 the model will lose some of it's volume. You need to lose some volume and perhaps make it up by texturing it right. Don't be afraid to kill your darlings (var inte rädd att ta bort det du tycker är coolt).

Some tips on areas that you can perhaps optimize..

¤ The feet - Well your feet weighs too much in their current polycount.

¤ The head - Forehead, below the eyes and below the nose.

¤ "Vingmusklen" and back shoulder area - Well you can tweak some of the vertices there.

Yeah well.. I would've recommended to stay at its current polycount because it's a good model in its current state and 100 polys more or less doesn't matter in todays hardware :)

kotter
12-16-2003, 12:26 PM
Thanx CgMonkey I really appreciate you helping me :)
I'm working on the things you mentioned, and he's now 920 without loosing to much geometry.
I'll post an update later when I've fixed his thumb, but It's quite hard to work with a wacom in max :P (batteries in my mouse dies)

CGmonkey
12-16-2003, 02:50 PM
Hahaha.. *donates a mouse to kotter*

kotter
12-16-2003, 03:11 PM
much better :P

here's the update:
http://picserver.student.utwente.nl/getpicture.php?id=570609

and the wire:
http://picserver.student.utwente.nl/getpicture.php?id=570614

916 polys...

CGTalk Moderation
01-16-2006, 11:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.