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ush
10-19-2004, 04:55 PM
This is my first an animal lowpoly model WIP. (a horse)
Now tri count is 902 and I'll increase some tris for joints and details after simple bending
test and during texturing.
There are bones, but I haven't skinned yet.These are just reference of how to sprit polygons for joints.
This is start model so mesh strucure might change before finishing.:D

Background

This is just a personal work, but I think that it will be very good practice to do something under hard limitation.
So I dicided to make some limitations.

I assume this model is for mob scene in game.

1. Keep tri count below a thousand.
2.Texture is going to be a 256*256 map.
3.no specular map but alpha transparency.

I don't know this limitation is adequate or not and this is my first animal model ,so any C&C and suggestions(about limitation or any),advice about making animal(about bone structure or modeling method,shape and so on) will be appreciated.:)
Thanks a lot.

http://u-asutarisuku3.pino.cc/tmpfile/horse.jpg
http://u-asutarisuku3.pino.cc/tmpfile/horse2.jpg

Software : Maya

Frank Dodd
10-19-2004, 06:45 PM
A very nice piece of work, a very accurate representation. However I think that the web like construction of the mesh would make this very difficult to animate. It will be very nice to see this textured up and used as a static model though.

bangulo
10-20-2004, 03:41 AM
Nice model i would ad some eyelids so that the texture doesnt have to supply too much
great model though I know just looking at it, I would be able to use it for many things

ush
10-20-2004, 06:00 AM
Frank Dodd and bangulo.
Thank you giving me a precious advice.:)

For Frank Dodd
An Animation is what I've been thinking of about this model.
Like you said the web like construction of the mesh is truly difficult to animate,
and there is always a texture streching ploblem too.
I haven't tested yet but It seems horse's upper body(There must be a term for this,forgive my poor English)is less mobile than it's lower body like nee and toe.
(This is just my thought for the moment)
So I'm kind of serching for possibility there.:D
But a tail and a neck must be very flexisible though.
I'm start thinking about neat arrangement of mesh too,but this increaces tri count.
Maybe I can reduce some tris after texturing.
Sometimes a good texture expresses the object's shape more than the shape by mesh.
I need to do texturing work and some animation test as soon as possible.

The book that titie is "An animal in motion" is getting become my bible.

For bangulo
I'm going to add eyelids during texuring work and after animation test,if there are some extra tris.This is good idea.

This work going to take a while because,there are many problems to solve,but I'll keep going on this.
Again thank you for all opinions that you gave me.:thumbsup:

ush
12-05-2004, 03:17 PM
After some tests,I finished studying with this model.

Final polygon count is 998 tris, a 256*256 texture map applied. hand painted texture.


http://u-asutarisuku3.pino.cc/tmpfile/horse_fix.jpg

http://u-asutarisuku3.pino.cc/tmpfile/horse_fix_back.jpg

http://u-asutarisuku3.pino.cc/tmpfile/horse_fix_side.jpg

and software rendering with alpha channel.
http://u-asutarisuku3.pino.cc/tmpfile/horse_soft_fix.jpg


I made short cycle animation for checking texture.
Here is the link
http://u-asutarisuku3.pino.cc/tmpfile/horse.mov
(horse galloping)

I'll put wireframe,bone structure,texture map later.

Any kind of comments,opinions will be appreciated.:)

ush
12-05-2004, 10:11 PM
Here are the wireframe and the texture map.
The neck bone structure is rather different from real horse,but this bone setting is little controllable for this model.:D
I coudn't get enough polygon to make eyelids,but I increased polygons aroud eye.

http://u-asutarisuku3.pino.cc/tmpfile/mesh_front.jpg

http://u-asutarisuku3.pino.cc/tmpfile/mesh_back.jpg

texture map.

http://u-asutarisuku3.pino.cc/tmpfile/tex.jpg


and bone structure.

http://u-asutarisuku3.pino.cc/tmpfile/bone.jpg

dtrimble
12-06-2004, 04:17 AM
Ush san,

Your horse seems to have some issues with it's legs. There is too many leg joints, and not in the right areas I believe. I would suggest going to a horse track or a farm, and drawing real horses, taking notes on how their legs work. Also, going to a Natural history museum you can find the skeleton of a horse or creature simular to a horse, and see the bones. Good luck!

ush
12-06-2004, 02:05 PM
dtrimble san,

Really thank you for a good advise.:) :)
That's the one of the part I really anxious for.

Actually I modeled and setuped based on an animal anatomy book,
and I saw bone structure of the book,but I coudn't understand how to function there bones well.I also referenced a horse racing video but that wasn't good one.

I need more observation for this,so like you said,I'll grab sketchbook and go to the horse track and watch the real horse more carfully.

After I read your advise,I found this website.
http://www.equinst.go.jp/JP/arakaruto/mame/mame-kokkaku.html
This is Japanese website but,there is comparison of the horse and the human bone structure on it.

I'll put your advise in as next update or as the next model.
Again thank you very much.


To improve this model and my skill, any frank crits or small crits are welcomed.
Thank you very much.:)

dtrimble
12-07-2004, 03:38 PM
Looking at your model again, it is not far off from the structure in the weblink(thanks, I bookmarked that page) Maybe you can add the ankle bone area(ショウコツ) and angle the lower leg bone slightly. Keep posting, and I am sure you will get more specific advice:)

ush
12-08-2004, 12:28 PM
Thank you very much dtrimble :) :)
Without your advise,I would never find weblink like that.
I will do more and more work on this and I will post the result.

How about the total shape and the mesh strucuture or the texture for the moment?
I really need objective opnions and crits for next step.

If different angle is needed,I will post.:)
Thank you very much.

the_podman
12-08-2004, 07:23 PM
Hey, beautiful texture work there! You picked a very difficult subject for animation and rigging. If you could sucessfully get him/her up and running, I'll be very impressed.

Just a little tip on rigging, alias recently released an add on called BONUS TOOLS 6, which has some useful things like "skeleton works", a collection of skeleton templates(with all orientations correct) that includes a horse. Also, they have this button that sets dynamics on joints(maya hair) to things like a tail which can be "baked" into keyframes after the cycle is done. Just do a search on alias' website for "BONUS TOOLS 6" and you'll get it. You need to register, but it's free.

Good luck to you! Would be great if you finish this!
-pod
:)

ush
12-09-2004, 01:10 AM
Hi, the_podman:)
Thank you for the info and comments.
I've already registered so,I went alias website and saw the stuff.
I've downloaded them but not installed and tested yet(no time for the moment):D
,but I've seen the demo video on that site.It looks pretty good to me.:thumbsup:
I'm going to play with that later.

Again, thank you very much for your help.

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