View Full Version : Mini-Environment :: Shipwreck
ladencrown 01-30-2005, 02:57 AM First post, here, though I've lurked for a while. Thanks goes to http://nick.polyextrude.com/ for the idea, and inspiration.
Screenshots ::
http://fishspeaker.com/images/threed/dragonboat/1.jpghttp://fishspeaker.com/images/threed/dragonboat/3.jpghttp://fishspeaker.com/images/threed/dragonboat/4.jpghttp://fishspeaker.com/images/threed/dragonboat/6.jpghttp://fishspeaker.com/images/threed/dragonboat/7.jpg
10-second playblast revolve :: Here (http://fishspeaker.com/images/threed/dragonblast2.mov) (9 MB Quicktime)
These are all Maya screenshots, not renders. There are no lights. The entire poly count is 3029. Total texture size is 10 MB in multiple layered tifs.
I consider myself finished with this project, but any critiques, comments and advice will contribute towards further projects.
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I like your environment. I really like the the fish swiming around and the light shimering, they give it a life rather then being just static like most of the stuff ya see. If anything the poly count seems a bit high for what ya got. Like the ribs on your dragon could be alphas. But it would be streching it if you when't any lower. Good job over all. Hope other people can say a few nice things :-)
- Adam
kungfubilly
01-31-2005, 02:42 PM
Wow! This has a really nice composition like a diorama, like what you'd see in a cool snowglobe. The backbone segments of the skeleton could probably be 4 sided (they look like 6 or 8 sided now), and the topology of the top of the skull and the top of the mound could be reduced a bit as well.
Instead of tifs you might want to try targas or pngs to help reduce the filesize as well. Really cool scene and nice presentation!
ladencrown
01-31-2005, 11:23 PM
YNH - good call on the ribs, they were the first things made, and I overlooked them as I went on. While these shots aren't too close, I wanted the geometry to stand up to relatively close viewing, so I wanted to steer away from alphas. Still, the 4-sided meshes are unecessary, and when I collapse the inner edge ring, I drop a couple hundred polys, and lose very little visual impact.
kungfubilly - Funny that you'd mention a snowglobe - my next environment is already under way, and it's a snow scene. The backbone segments are essentially cubes with 3 extruded (and scaled down) sides. They could be easily simplified, but one of my original ideas (which influenced my modeling decisions) was to have the dragon 'come to life,' pushing off the ship and rearing up. In the end, I went for a more peaceful feel, and the polys used aren't so much that I need to remake each vertebra. Still, without the possibility of skeletal motion, many of the polys are now unseen, unused, and therefore unecessary. They have been happily deleted, and the scene is down to 2255. Skull density and ground topology were designed with the intention of closer viewing, but I'll try to be more polygon-stingy with the next project. I went back and resaved my textures, as well, and the group is down to 1.3 MB, easy, with no quality loss.
Thanks for the comments and suggestions - input is always appreciated.
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