View Full Version : Somhairle - WIP - Daug (glad-he-ate-her)
07-12-2005, 01:05 AM
I've decided to finnish a model I had sitting in my portfolio for some time now....and finally bring him to completion! But now I want to improve my games models, etc. Here is what I have so far, I've been reworking him today as my original (one of the first things I modeled) was high in triangles (4954 to be precise!) ... so this one as it stands is 4146 tris and still keeping the general character of my original. What's the general tri count on a games model these days? Should I reduce him more?
I'm gonna make him a gladiator type, with blood/scars, etc. and all suited out.
*New* version (reduced):
I'm starting on the texturing tomorrow, so its also gonna be my first time painting textures. but I've gone through tons of stuff on the net, so it should be ok.
Comments/Crits most welcome!
07-12-2005, 01:44 AM
Heres the new wire (for the moment):
07-12-2005, 02:19 AM
I have no idea what he is supposed to look like so all i can say is good job and perhaps the head is too small. Nice use of polys and I look forward to some textures.
07-12-2005, 02:41 AM
Thanks LostInFace! Yeah I was wondering about the head size, I thought the smaller would be less of a target for his opponent. I'll play around with it.
I'm gonna give him a terracota-ish colour with big skin blemishes et al. I'm putting some wraps on the feet also and maybe a some armour on HIS left leg (he's right-handed), and also the gladiator neck-guard. I'll have them tomorrow night and hopefully some basic stand-in textures.
I've seen in some other threads that the next-gen ply count is 7-9k? wow! But I still feel if the character doesn't need it, I'm not gonna add the "fluff". what do you guys think?
07-12-2005, 06:02 AM
Great proportions, and fantastic topology. The poly useage around the back, chest and legs is spot on - ill save that to my reference folder!
I think your polycount is fine as it is.
S. J. Tubbrit
07-12-2005, 07:04 AM
the pec / bicep tie in could be better defined, as could the back musculature (the trapezius doesn't go that far down), and I'm not quite sure how those knees would work with animation. Seems like it was being built to be smoothed initially, however, I think your off to a very good start, he's got nice proportions and the silhouette really works, facial work looks good too.
07-12-2005, 07:08 AM
Thanks man, it's good to know...I'm always trying to improve my topology! (never satisfied) :hmm:
@S. J. Tubbrit:
Thanks for the crits. your right about the resolution, I started out making it as a higher resolution model but then I stoped working on him. (hadn't got the time with work) and left him 50% hi/50% games res at the time. I'll get at the muscles more tonight. thanks.
Here's a small update on his face, yep I've made the head slightly bigger and a tad wider. still playing around with the shapes. I'm more or less happy with how his head looks now.
I've started blocking in some straps, etc to help me get a better feel for this guy, I think of them as "3d gestures" when I'm making them, just feeling around and seeing what feels better. what way do you guys work with the details?
I'm trying to get a gladiator/japanese/dog/ type hybird. the only thing left really on the head is his ears, not sure what way to go....maybe long fox ears (?)
07-13-2005, 05:54 AM
I've worked down to the feet, gave him the roman sandles and some leg wraps. I've also fixed up some other details all over the body. later!
07-13-2005, 05:54 AM
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