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Hello
This is my first post on cgtalk,
I have made this character a while ago, this was the first time I made one.
So I understand that It probably could be much better next time. That's why I would like to hear your comments and tips&hints about: modeling , texturing and skinning.
http://www.fantasion.com/character.01.jpg
http://www.fantasion.com/character.02.jpg
http://www.fantasion.com/character.03.jpg
Greets,
Overlord_Dante
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Mr.Black
01-27-2004, 07:29 AM
The first thig I noticed was lack of polygons at deformation points. Does your character deform correctly at elbows, wrists, knees ets? The usual rule of thumb for creating well deformed areas is haven three edgeloops follow eachother. You have a maimum of two and even only one in some areas. With the amount op polys used you should be able to have this. Also some areas could have the shape they have now with less polys used. Try to acheve the same sshape only with say about 1000 polys instead. The main points of optimization rithg now as I can see is his abdomenon and neck. You can have alot of those polys removed and still keep the shape.
As far as the textures go they are pretty nice. Especially for your first character. The UV's seem to be quite clean. One thing I really dislike tho is his jacket texture. The blue one. It looks like a noisy blue color. All I can say is pratice your painting, but its still good for a first time.
All and all its a nice model that could do with some optimizing. Remove the detail in teh neck and abdomenon region ant put into his joints instead. I can't see it from here really since the view don't offer that much perspective but do his hands have all 5 fingers? if this is an FPS character and it seems to be, somewhat CS style I think, then you can geta away with one big finger for the three fingers around the grip and one for the trigger finger plus one for the thumb. U's save alot of polys. His secondary hand can be just shaped and doesn't realy need fingers at all. Try n look over at Polycount.com at some sharacters that ppl so and u'll see what I mean.
Keep it going :)
Does your character deform correctly
No, your right he doesn't deform correctly at his elbow and schoulders, I will improve that first.
lso some areas could have the shape they have now with less polys used
I'm going to check that out again and try to get my character around 1000. I checked Polycount and it maybe is a better idea to make one big finger, but I feel that's a bit cheap.
About that jacket... I'm going to try to make it look more interesting, but I feel that the texture looks good for the first time, it took a long time to get it to this level, but I certainly need to pratice a lot more.
Thanks for your comments I really appreciate it!
Overlord_Dante
Mr.Black
01-27-2004, 01:35 PM
Originally posted by Wes1
I checked Polycount and it maybe is a better idea to make one big finger, but I feel that's a bit cheap.
Hehe...the cheaper you can get away with in a game model the better it is performance wise. U'd be surprised with how much u actually can get away with using smart and good texturing in real time models. Belive me some models u see in games aren't nearly the poly count they look to be :)
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