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Grashupfa
05-06-2005, 12:13 PM
Hi

Its the first time i try to model a low poly model, please tell me if i am on the wrong/right way. Currently I've got a 512x512 pixels map for the head and the model has 1020 polygons. (see the image attached) Please Criticise...and a question: Do you guys know any good hair tutorials out there (alpha maps with image planes)...
PLS comment on it, so that i can go on. :bounce:

kromano
05-06-2005, 12:20 PM
I'm thinking you might want to draw/find some reference pictures for front and side views. Your texture is looking pretty good, but your model seems pretty flat. I imagine you just haven't gotten to working out the details to finality yet.

Low poly/game meshes have gotten considerably higher poly since I last messed with them (back in the days of Half-Life 1) but I found for game model hair, a decently shaped solid mesh with a well painted texture map was all I needed.

You might consider Comet Cartoons (http://www.comet-cartoons.com/toons/) for some decent hair tutorials with alpha mapping. It's for 3d studio max, but the concepts apply to most packages I'm sure.

Another tutorial with similar concepts as the one listed at comet cartoons can be found here (http://www.newtek.com/products/lightwave/tutorials/modeling/hair/)

and for higher poly modeling, another tutorial (including hair modeling) can be found here, (http://mr2k.3dvf.net/tutorials/max/tutorials.htm) though it is in French

Grashupfa
05-08-2005, 10:28 AM
Hi

Thx for your reply. Hm, i attached an orthographic side-view, maybe u can tell then better if his body is too flat.

Well, i continued, pls tell me what u think so far. I think the next step will be texturing.

Cheers

Nibby
05-08-2005, 02:19 PM
not looking too bad. i must say though the shoulders may cause you some problems in rigging. it may be better if you spread the arms out a little.

itsallgoode9
05-08-2005, 03:01 PM
is there a reason why you have the hands facing front forward? it seems like that may cause some issues once rigging and posing. Also, you should post the wireframe so we can see your topology.

Grashupfa
05-08-2005, 04:47 PM
Thx 4 your input. I will definetaly change it, though he weares a chainmail and that's why his shoulders are so....like they are now, but i'll change it :) and with the hainds...no there is no reason, to be honest, i dunno why i modelled them facing forwards...i'll fix that.

Here is the topology image, which was asked for. Hm....it's nothing special i think....but if u see some wasted polys tell it to me, or if something is wrong with the wires. :D
C&C appreciated, as always :bounce:

Grashupfa
05-09-2005, 08:48 PM
as before said, i improved the hands, pls tell me if that looks better now.
Pls crit, i really need it, because later i'd feel very sad if i had to regret it :argh:

thx guys :D

(if you are wondering about the second hand, i'll mirror the new body half later on)

utchamp
05-09-2005, 09:08 PM
looks good!

Hands and fingers need to be longer still ^ ^

The elbows look wierd... they look bent inwards, maybe it is just me.

Nice texturing of the face!!

Grashupfa
05-09-2005, 09:37 PM
thx for the fast reply...well, its just the view, the ellbows should be ok. Thx for the compliment.
Hm..i am gonna change the hand and finger thing.
Cheerz

Grashupfa
05-12-2005, 04:29 PM
hm...update....pls c&c....about 2,8k faces

utchamp
05-12-2005, 04:59 PM
Nice job on the fingers!

The arms look a little bit short to me, can you lengthen them a little bit?

Also, his boots look almost like tennis shoes, put on some high-top, laceup boots, preferably leather? the rolled down top looks weird.

looks great so far...keep it up!

Grashupfa
05-17-2005, 09:32 PM
thx for your reply...yes, actually i already lenghtend them
hm....i started to paint the textures...(some parts are just roughly and nothing is finished yet)....i just wanted to show u that i am still on it

Grashupfa
06-06-2005, 09:16 PM
Here is an update, pls tell me what u think

Grashupfa
06-08-2005, 09:14 PM
Hm...
No replies, is it that bad? lol
anyway, here is an update...
what would u suggest for a background?
Greetings

Schoende
06-08-2005, 09:56 PM
Nice textures.... two things, you should look at your anatomy again (one thing I can say is that the head is to big for the body)... I would like to hear how many tris this model has... and maybe you could add some edges to make it look more smooth and relaxed. low poly is not no poly... :D maybe you should watch some other low poly characters to see what level of detail is normal for todays games :D

hope this helps :D

Grashupfa
06-09-2005, 02:09 PM
it has about 4,2k polys, hm, it's my first low poly work, the chain alone consists of 500 polys (even with the alpha map) :D
i tried to stay under 4,5k polys, so i've reached my goal :thumbsup:
thx for the reply

Grashupfa
06-09-2005, 08:29 PM
i think i am now finished, i want to start another project, learned many things this time, if there are some major errors to correct pls tell me =)
Faces: 4378
So ...maybe i'll do a third pose and then i'll post it in the finished section

Grashupfa
06-16-2005, 05:04 PM
Seems like nobody likes my work :sad:
I am getting a little disappointed now, at least some crits, really, i am a though guy, if it sucks, just tell me, pls ...

Added a background now, its the deck of a ship, and i try to visualise that he got 'caught' by his fellow pirates or something like that... =)
Pls tell me if u got some ideas, improvements or if u see some errors
Or just tell me how u like it http://www.threedy.com/site/forum/images/smilies/blush.gif
Thanks!

Wayne Adams
06-17-2005, 11:47 AM
i wouldn't say no one likes your work. i get plenty of ass chewings on here for my work. its a learning process man. I wouldn't take bad crits as a sign of disapproval. rather focus harder. its been hard for since i was tossed outta school for insuffiecent funds, but you can't get down about it. go get some reference. anatomy ref...costume ref...weapon ref..garb it all. use it. draw your character, and then draw him again. don't stop at the first design, keep reinventing. its the only way to become good.

Your character is a good concept. but he is very rushed. It looks like you were in a speed modeling contest. don't do that. i do that a lot and it sucks. it makes my work less than it should be. take your time. boost your poly count a little, work on the textures (they are VERY blurred, and smudged.) the rig appears to be decent, but go back and refine it, and pose him a little better, don't include an environment just yet, unless its a base for him to stand on. I usually only do that when i use radiosity or other adv lighting on characters because a floor reflects light back onto them, otherwise just post the figure.

I'm sure with a few more tries this will be a good piece. keep going, and don't get caught up by crits. they're there for you to learn and grow. Nobody here wants to make you feel bad.

EDIT: Also your texture scaling is way off. even up the scaling especially in the chainmail.

GOOD LUCK

Grashupfa
06-17-2005, 01:32 PM
hi

thx for your reply!
I haven't got problems with 'bad' critics, i just want to have any crits =))
But thx for yours, i will try and do my best:thumbsup:

roteo
06-17-2005, 02:35 PM
holadrio ösi:) this is getting better! i like the textures and the background could get really cool; but i too think the head is too big and the shoulders could be broader, maybe with armor pads or stuff
greetz

Grashupfa
06-17-2005, 04:14 PM
hehe,schön mal nen Landsman zu treffen! Machst du auch 3d?
Thx for your comment, ok, i am going to change the head
Allthough i am quite confused, some say the textures are good, some not...but i'll try to change them a bit... :thumbsup:

Greetz

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