View Full Version : Fighter!
dtek8 06-23-2002, 12:49 AM hey I just finished this for a cg comp, just wondered what u ppl thought,
he is designed for a one vs one fighting game, and is modeled in 4000 polys for real-time!
The models done but im fully open for all crit, so fire away:) I can easily make changes..
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dtek8
06-23-2002, 12:50 AM
no2 :D
sean_G
06-23-2002, 01:10 AM
well it definately doesnt suck. but since hes a game model, maybe showing him to us textured would be a bit more appropriate? however, nice form and weight!
if you wanted to make him a good high-poly model just a few beveled creases and a little smooth would go a real long way.
diazgl
06-23-2002, 11:35 AM
he's nice man, nice design and all, i just wish he had some more "distinguishing" charactersistics. He's a little weird around the ears, but still great model. I'd love to see it textured!
Jason-Kane
06-23-2002, 08:03 PM
Most video games coming out now have at least that poly count.
For a 1 on 1 fighting game they would typically have 10,000 polys
The body overall looks nicely modeled, however the face looks like it needs some work. I model characters at a game studio and would recommend putting more of the polys in the face and working on the anatomy of the face. The eyelids look way too polygonal. When you select the face it could be up to 2000 polys just in the face. Your face looks very polygonal compared to the latest in game 1 on 1 fighter models.
dtek8
06-23-2002, 10:20 PM
cool guys thanks 4 the feedback,
texture coming soon:)
Jason Kane - yeah i understand what you mean I think dead or alive's characters are touching on 20000 on x box , the reason why the poylcount is this is because it was for a game art comp and the brief allowed us 4000,,
im thinking about adding more to him however adding maybe 1000- 2000 more polys to really get the shapes way smoother.
:)
Jason-Kane
06-23-2002, 10:44 PM
Watch the shapes of the eyelids and Lips and all of the facial detail. You should probably go in and work on the face and add detail and fix the eyes and lips up a bit. Get out some good artistic anatomy books and some good reference for the face.
You should not have to use a meshsmoothe anywhere. A really good game modeler will model a 10,000 poly character all by hand without any meshsmooths or anything like that. Just cut the flow lines in manually to allow for more controll.
dtek8
06-23-2002, 11:37 PM
yeah cool i will go in and add those polys!
one thing though i haven’t used mesh smooth whatsoever I use a thing called "smoothing groups" in max these do not add to the polycount as it merely just allows the render to shade the faces to appear smooth! all artists use them in the games industry(well the ones i know that work in max anyway) and are a vital part of finishing off a model!
:)
diazgl
06-24-2002, 12:20 AM
i reckon meshsmooth does too little for too many polygons for you all in the game business right?
Jason-Kane
06-24-2002, 01:00 AM
Yes, of course you are going to use smoothing groups.
The thing about mesh smooth is that is does not dynamically tesellate areas based on what part of the model pschologically matters. Plus it would probably send a 5,000 poly model through the roof with the poly count. Also it is not taking full controll of the medium. It is forfeiting controll to an algorythm. Just my take on it. For all out cinematics you would throw a meshsmooth on the top, but then you would have to plan on that from the begining by modeling hard edges with flow lines in close proximity.
dtek8
06-24-2002, 01:52 AM
diazgl - yeah its all about the polycount:)
Jason - with u on the mesh smooth thing, so would u use a mesh smooth on a high poly mesh? if forward planning on the meshes structure was in place or would u opt for a different method? ahh i checked out your sit u have some great work:) love the analog section i used to work in analog until discovering cg:)
Jason-Kane
06-24-2002, 04:18 PM
Yes mesh smooth is fine if you are making a character for a pre-rendered cinematic that can be 100,000 polygons.
Thanks for the compliments. I wish you could see the work I have been doing at Troika Games for the past 3 months, but it is on the down low until the game is announced.
Jason Kane
dtek8
06-25-2002, 03:42 PM
cool good to get other peoples thoughts on smoothing im thinking of doing a high poly piece next!
yeah shame you cant show your latest stuff!! well soon as u can please do!! what game is it for or is this top secret also!!
im looking for a job right now in the games industry argh!,, so trying to get my folio beefed up with some nice work
:)
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