View Full Version : low poly Wizard
06-30-2005, 06:52 PM
This is a model I began yesterday, based on a small doodle I drawn a few days ago.
The almost finished mesh:
the model is 1642 tris.
I intend to insert a few objects and gadgets and I will try to update this thread as soon as I can.
Thanks in advance for any crits or comments.
06-30-2005, 07:11 PM
Very cool! I think you rarely see this much character in something that isn't even textured. However, I think the crotch is too wide and the soles of the boots a bit too thick. Actually, in general I really like the tiny legs from the sketch better, but some tweaking on the current legs could be just the thing. Nice job!
06-30-2005, 10:12 PM
Hey thanks for the reply :)
i took into consideration your recomendations, and made a few changes in the model.
here's the result:
i'm plannig on creating some stuff like a walking stick, maybe a belt and a pocket watch.
but for today i'll give it a rest. :)
07-01-2005, 06:36 PM
I modelled a walking stick (58 tris) and changed the boots a little.
I intend to make a chain as the one's that are used for pocket watches.
now here's the thing:
should I do it like this:
An alpha map on simple two sided planes;
or should I make it in geometry?
As I started to write this post, I got incleasingly more confident that I should make it geometry, but I would really like to hear some opinions first.
thank you for any time spent readding this.
07-01-2005, 09:14 PM
i would use geometry...
just use some tauruses (taurus'?), just not TOO high poly - maybe 5 sides?
it looks like you're using max, and i'm not sure if max has the option for a taurus.
but anyway.... it's looking good, i like the style.
07-01-2005, 09:37 PM
yes max does have that option. but i think i'll use with just 4 sides, to keep the polycount down.
thanks for the input though :)
07-02-2005, 03:35 AM
the model looks like it coming along nicely, i like the jacket, how did you make that?
07-02-2005, 04:07 AM
i find that using only 3 sides tends to make it look rounder.
perhaps that's just a personal preference thing but i find 4 sides just looks too square.
07-02-2005, 09:12 AM
Nice character. Was interested in the chain idea, whats always put me off doing something like that is that animation. If he were to bend down you would need to make the chain bend?...how will you go about this?
07-02-2005, 05:39 PM
capone_adam - well... i'm not really worrying about that now. but I gess it can either have a slight "scripted" animation that follows the body movement, or maybe even let the physics engine take care of that. As long as it has some sort of bone structure.
this is the part I don't quite know, since my knowledge about rigging and animation is very limited at this point :shrug:
ROB_BEDDALL - thanks for the sugestion, i'll keep that in mind when I start doing the chain, and I'll probably test that possibility too. :)
cuzzo - I created a small plane above the body surface, and then just kind of started building the rest of the poligons arround the body. then i separated the arms from the body (wich were already done) and colapsed the vertices arround the shoulder with the jacket's vertices. then I deleted the body polygons that were hidden under the jacket.
thank you all by the comments and sugestions, I'll try to update this as soon as I can.
07-02-2005, 09:16 PM
I decided to make the chain in geometry, with 3 sided rings. ( thanks ROB_BEDDALL, i really do not think that they look rounder, but still, it was thanks to your opinion that I realized 3 sided rings were also an option... I don't know why but yesterday I was thinking that 4 sides was the minimum possible... :hmm: I think I need to get more sleep :p)
the model is now 2040 tris.
Now I think i'll try to remove some excessive tris that may eventually be in the model.
I really wanted to stay below 2000 :\
And then, its of to UV's and texturing :)
07-25-2005, 09:38 PM
Hey, I finally got some time to texture this little guy. I just finished the body texture, and I'm now going to start texturing the hat, the chain and the staff.
feel free to crit in any way you can. thanks for viewing this.
some in-max shots
The face texture
also if you want to see any other part of the model, just ask.:)
oh, I also apologize if the images look too dark... I think my screen is a little too bright...:D
07-25-2005, 11:27 PM
you should post a close up of the head with the texture on it.
07-26-2005, 12:02 PM
it's quite hard to see how well the texture is working if you have the wireframe ontop of it.
post a pic of just the texture, no wireframe. (we have seen the completed wire now anyway :)
but i do think that the actual texure is a little dark. especially on the coat.
07-26-2005, 12:27 PM
About the fact that it looks dark... well in my point of view the brightness is just as I wanted it... I want it to be a very dark character, a gothic wizard, kind of inspired by some of the early nine inch nails music clips ambient...
I don't know... I gess I could try to brighten it a little bit...
Thanks for the comments :)
07-26-2005, 12:36 PM
I think it would be good if you worked some more detail into the main body texture, also the purple doesn’t really do it for me...oh and maybe darken the chin area, not sure...but other than that I like it.
07-26-2005, 01:07 PM
You can keep it dark if you want just add some more detail to the dark textures to bring them out. If this was a true game character you really wouldn't want to use so much prue black and dark purple. Pure black without any highlight can really make the character loose detail and appear flat. You could conceivably have a disemboded head and hands floating around the scene if he was in a dark enough area.
Try adding some runes or threadwork to the jacket and tunic, just something small to bring out the seams in the clothing, and or the important edges in your geometry that are important to the characters shape.
Hope that helps =) Cute little guy so far, just needs minor adjustments.
07-27-2005, 06:37 PM
Done. Not as good as I wished, but it'll have to do.. :shrug:
Thank you all for all the crits and advices, even though I haven't always taken them into consideration... sorry. :blush:
07-27-2005, 06:37 PM
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