View Full Version : Character: Golden Eye Source Base mesh
10-31-2005, 12:51 AM
I am character Modeler for the Golden Eye Source Mod for Half life. im starting up on the bodys for the characters, and would like some input on what the best modeling method would be for the characters.
poly limits are around 6k polys for the bodys(the heads are around 2k). and the characters arent going to be doing any odd poses like kung fu, but will have rag doll animations
normaly in film modeling you just fallow the muscles and model the clothes, and youll get pretty good deformation. but in games thats not going to be the case,
if any one is interested in drawing, or showing me various polygon layouts they have made or found i would be greatly interested in seeing what you guys would recomend.
heres a really EARLY layout for the mesh, its going to eventualy become a Suit
if your interested in more Info from the mod check out http://www.goldeneyesource.com/
(were also looking for a couple more character modelers)
11-07-2005, 01:09 AM
i guess the priliminary mesh wasnt enough for comments, so heres a quick update
11-07-2005, 05:21 AM
last update for tonight
man so many views yet so few responses heheh
11-07-2005, 08:08 AM
hi man! i know how you feel on nobody commenting your works :cry:
so, im gonna say what i thing.
you got nice start, but you add to mych detail on styff i thing you dont need it ?!
are you gonna make high poly models for normal map ?
the polys on the necktie are too much, if you think of it you dont need that detail theare because when you put the texture and some bump... youll get the efect or bether youll acheave it with normal map ;) /loose some edges if you want, marked with yellow on the pic/
the same is with the border of the jacket /see the pic the red lines/.
you can get that witn normal map, or bump even.
its important to work on a referens :lightbulb
11-07-2005, 10:36 AM
Yeah, I'm agreeing with pimeto... What I'm wondering, is why you modeled out the part with the tie, can't you just fake that with a normal map and put it in the high-poly version? It saves a lot of triangles, and it'll still look as good... :D
Nice work on the rest, though, but make sure your polyflow is right, you might want to tweak the chest-part a bit so it's somewhat better defined :)
11-07-2005, 03:18 PM
Good start so far...personally I think your on the right track...1 crit tho' would be to utilise the polygons along the sleeve to either maximise the silhouete aswell as for deformation...but hey...good work so far....:thumbsup:
11-14-2005, 03:29 AM
heres an angle you might see, if the character was dead and on the ground
total poly count came out to 1944, 3768 triangles including the buttons, 3597 without, they are there just as place holders Till the normal map
i modeled the Tie like the becaue if you actualy look at characters like the Gman in half life the tie is modeled, along with the seams on the suit, they actualy help out quite a bit when your up close to the model, becuase polygons do react a bit diffrently than normal maps do. thought i agree with you guys, ill probibly pull those polys out for the final model in the comming weeks
JohnWoo: waht do you mean by maximizing the silloute, especialy on suits where that section tends to be relativly flat
Pimento: yea thaks for the tips on the seams of the coat, and ill amlost for sure be taking those out of the tie, and yea we mostlikely will be building a normal map for this, and yea i do work from refrence (3dsk rules hehehe)
thanks a bunch so far guys, the model is basicaly done at this point, accept for some final poilising and poly tweaks and removals for optimizng the mesh. though not much optimising is needed since the poly limits are sooo high its not to much of a worry
11-14-2005, 03:29 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2015, Jelsoft Enterprises Ltd.