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View Full Version : Raijin Mirror Concept and design


Raijin
10-29-2004, 07:37 PM
Game character 2792 Triangles

http://3dimensioncomics.com/pics/Devin/sidebyside.jpg
http://3dimensioncomics.com/pics/Devin/devinpers.jpg
http://3dimensioncomics.com/pics/Devin/devinfront.jpg
http://3dimensioncomics.com/pics/Devin/devinfaceside.jpg
http://3dimensioncomics.com/pics/Devin/devinface2.jpg
http://3dimensioncomics.com/pics/Devin/devinback.jpg
http://3dimensioncomics.com/pics/Devin/Devinface.jpg
http://3dimensioncomics.com/GA/issues/one/posterfinal.jpg (http://www.3dimensioncomics.com/IPB/index.php?showtopic=19&st=0)

Any opinions and advice is welcome.
thanks,
Raijin

EVIL
10-30-2004, 05:01 PM
His arms are way to long, use refrence imaghes when modeling cuz, it simply looks bad. Plus looking @ the treyangle count, and looking at your model, I must say that you proppably wasted alot of poly's somewhere cuz to me it looks like a 1700 tryangle model

and where is the wireframe shot, the posting rules states that you must include a wireframe and texture flats

Raijin
10-30-2004, 06:03 PM
I don't agree that his arms are way to long, though they may be a bit out of proportion. I'm not claiming to be Great at this I am here posting to get the advice of people who are my peirs, in order to improve my work and myself. I probably am wasting polygons i would love to learn better techniques to avoid that in the future.
thanks,
Raijin
http://3dimensioncomics.com/images/devwire.jpg

http://3dimensioncomics.com/images/devinmap1.jpg
http://3dimensioncomics.com/images/devinmap2.jpg

McStyle
10-30-2004, 07:02 PM
EVIL is right. his arms are definitely too long. at the point of the wrist should be the top of the fingers. then the lenght should be fine.

to reduce some polys: you can snap together the rows at the front of the elbow and at the back of the knee.
also this snapping avoid problems which can appear while animation.

Raijin
10-30-2004, 07:51 PM
You mean merge the verts? I guess I will have to merge my verts and shrink his arms a bit. How would you recommend shrinking the arms, cause I don't wan't them coming out looking deformed... moreso anyway.

ill_logic
10-30-2004, 08:01 PM
an easy, accurate way to get the arms right is to move the pivot point up to the shoulder & rotate the verts of the arms so they are straight down at his sides, then with the same pivot point, scale the arm verts up. (and yeah, snap = merge, you could do the same with the polys behind the knee caps too).
is this all one piece? i think that's where you're wasting a lot of polys. next time consider seperate meshes instead of just extruding out of the surface of the model you already have. it gives you an extra layer of polys around the extruded areas that you don't really need, as you can just texture the depth.
-J

Raijin
10-31-2004, 12:31 AM
I see that makes more sence, but its alright to leave it not all one mesh? My ultimate goal for this character is to toon shade/cell shade it, how would I go about doing that?

McStyle
10-31-2004, 01:15 AM
try this. that's the way i shaded my magaman nt model.
here (http://www.noboundrees.com/yinako/tut/nprs/nprstut.html)

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