Mordin
07-05-2005, 03:52 PM
Hi,
I have nt been using Maya for very long and this is my first attempt at a game character. Its based on a comic book character, Mean Machine from Judge Dredd, but its my interpretation.
I have a few questions;
Can you tell me what you think of my modelling? I still have trouble knowing when and where to use triangles, I was always told to use quads- have I done this right. Does the edge flow, etc, look right? ( i have nt painted the weights in the 'Posed' image).
For the mechanical arm I have parented the objects to the joints. Would this work in a game engine?
I have only used 1601 faces/ 2912 tri s (i guess when people talk of poly count its tri s, right?). What sort of limit should I model to these days? I realise it varies from game to game so what would employers like to see?
If I was to add more geometery where should I add it? More edge loops around the legs/body for better deformation? Or more detail to the face?
More questions than I thought! If you got this far thnx, and tell me what you think.
I have nt been using Maya for very long and this is my first attempt at a game character. Its based on a comic book character, Mean Machine from Judge Dredd, but its my interpretation.
I have a few questions;
Can you tell me what you think of my modelling? I still have trouble knowing when and where to use triangles, I was always told to use quads- have I done this right. Does the edge flow, etc, look right? ( i have nt painted the weights in the 'Posed' image).
For the mechanical arm I have parented the objects to the joints. Would this work in a game engine?
I have only used 1601 faces/ 2912 tri s (i guess when people talk of poly count its tri s, right?). What sort of limit should I model to these days? I realise it varies from game to game so what would employers like to see?
If I was to add more geometery where should I add it? More edge loops around the legs/body for better deformation? Or more detail to the face?
More questions than I thought! If you got this far thnx, and tell me what you think.
