View Full Version : The Doc {WIP}
Newbie here, started a character and I want some feedback. Its my first actually finished character. 1686 polys at the moment. I'm going to rig and skin him, but first I want to know if my joints are good and so forth. C&C are welcomed!
Front:
http://img23.photobucket.com/albums/v69/RyanRude/3D%20work/Andre-front.jpg
Side:
http://img23.photobucket.com/albums/v69/RyanRude/3D%20work/Andre-leftside.jpg
Perspective:
http://img23.photobucket.com/albums/v69/RyanRude/3D%20work/Andre-perspective.jpg
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Frankyc
05-17-2004, 07:36 PM
I think the head looks very cool, are u using edit poly to do ur poly count on? How many faces is it?
I think you could do with another edge loop on the top of the arm by the shoulder for it to deform better.
Aside from that i like the style, can't wait to see it textured.
toddiej
05-17-2004, 10:28 PM
Lookin' pretty good so far, perhaps add another loop in the elbow area also. Another thing I noticed is that for the flaps on his jacket it look like you've got two faces for each one instead of 2 sided planes. I'm assuming they're supposed to be just planes. Looks like they're crossing over. You probably want to get rid of those extra ones you've got in there. Also give him a little more of a heel or position his legs differently. Looks like he's going to fall backwards.
Frankyc- He's at 3096 tris, and I used edit poly for the poly count. Is that bad or no?
toddiej- the flaps on his jacket are actually a plane extruded out with the backface cull turned off. One of my techers told me to do this when modeling the flaps. It looks like 2 polygons cause the graphics cards here, at the school, suck.
Frankyc
05-18-2004, 10:38 PM
As far as I know, most games companies count the number of faces on a model, and use that as the polycount.
So you can have 4 or even 5 sided polygons on a model in max, but by using edit mesh modifier, and pressing 7 on the keyboard, it reads how many faces are on the model. So it basically triangulates polygons, (a face is 3 sided).
I think most 3d artists would tell just by looking at your model that there are more than 1686 polys on it, well 3 sided polys anyhow.
Hope i've made some sense.
Thanks Frankyc, I understand now. If thats the case then there is 3096 polys.
Update, know at 3276 tris.
http://img23.photobucket.com/albums/v69/RyanRude/3D%20work/Andre_update.jpg
toddiej
05-19-2004, 09:01 AM
I see you optimized the polygon flow on the goggles. You might have already done it, but are there more cuts on the back of the elbow? Looks like they might be there just makin sure though.........wait............doug told me just now that you already did. You might want to do the same thing on the foot also where its going to be bending. I'd say you don't have too much more to work on. Lets see this crazy old guy textured.
onelung
05-19-2004, 04:22 PM
crazyness, looking pretty good so far, might wanna add a little extra geometry in the skirt part of the coat, that way if it moved it could look smoother. and i'm not sure on how inmportant that extra eargeometry is, you could just put that in the map.
Been texturing him for the moment. Still not done though. I got to add more detail for his coat, shoe, and pants. 512 x 512 maps
http://img23.photobucket.com/albums/v69/RyanRude/3D%20work/A-tex1.jpg
http://img23.photobucket.com/albums/v69/RyanRude/3D%20work/A-tex2.jpg
the_podman
06-09-2004, 09:30 PM
Hey, I like your model so far. Digging the style. Looks a little like Dr. Muto(Ps2) but yours is better IMO. Also kinda reminds me a little of the professor from MDK 2.
I'm not sure if you plan on rigging the dude, but I noticed that the ear and hair may be connected(can't tell). Maybe you want his hair to be flopping around while animating? If so, you should make the peices more seperate.
Anyhow, cool model. You guys are all so quick. Looking at this stuff makes me want to practice more.
the_podman
My wacky knight (http://www.cgtalk.com/showthread.php?s=&threadid=147967)
My animation (http://www.cgtalk.com/showthread.php?s=&threadid=141895)
Nice clean mesh you got there - Good job
ill_logic
06-10-2004, 12:21 AM
very nice. i like the front view & i think the coat adds a lot to him. though i'm not too sure about the black. makes him seems a bit more matrixy than a man of science, you know? the side view works a little weird. i think it might be where neck attaches into his body. if it were me i'd have it up more towards the recess in the back of head where the ears are as opposed to just under the chin. but that's just me. the lips could also use some work, the textures especially. nice going though
-J
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