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View Full Version : Minotaur - based on Avatar's drawing


DrakeX
11-05-2005, 05:11 AM
Suddenly, I am able to model.

Smoothed (too high-poly for a game ;)):

http://jamesdunne.no-ip.org/~jarrett/minotaur5_hi.jpg

Unsmoothed (pushing the limits for polycount as it is):

http://jamesdunne.no-ip.org/~jarrett/minotaur5_lo.jpg

Slightly older wire without armor (ears are not right, blockier arms and horns):

http://jamesdunne.no-ip.org/~jarrett/minotaur4_lowire.jpg

This is based on the minotaur drawing by Avatar on the first page of this thread (http://www.threedy.com/site/forum/showthread.php?t=6670&page=1&pp=15&highlight=minotaur).

This was made in Wings3D in about 4 or 5 days in my free time. This is the first character model I've ever made, and I've no idea how I did it. I've unwrapped it (also in Wings - god, it's great) and have begun drawing the textures, something on which I still need some work.

I just did this out of the blue, not for anything in particular. However, I'd like to get it textured and rigged, and use it in a demo or game (or both) using the 3D game engine I'm writing. That is, once I get animated models working in my engine properly ;)

If you'd like any more views or wires or something, just ask.

Hopefully lordrych sees this - I remember him making a model from this drawing as well, although I don't know if he ever finished it. I've carried on the torch :)

DrakeX
11-06-2005, 02:19 AM
My bad, I didn't realize that I had to have an AAA-game-developer-quality model to get any comments or crits.

If there's something wrong with it, tell me. I won't get any better if no one tells me what I'm doing wrong.

hanzo
11-06-2005, 02:49 AM
Well this is not AAA game quality but it's not bad either ( NP ), I mean I don't really have many crits but I wouldn't normally comment without seeing a lil more development. I think you should just get on with textures and lighting, rendering and if you keep up the work effort more people will start to comment.

-hanzo out

F3D
11-06-2005, 10:17 AM
Im liking it.
and yeah, either it has to be AAA quality, or really really sucky for people to comment (just click Back)

I dislike the idea of smoothing it, and I'd like to see the armor in wireframe! :)
and I dont see any point in having that many segments on the horns. and the hoofs could maybe use another extruded polygon, which you later merge some polys on, to make it a triangular sharp kinda thing :)
edit, oh and since youre keeping it all that lowpoly, maybe a plane would work better for the teeth, rather than geometry. but then again, Im very into the lowpoly stuff, maybe modelling teeth is hip these days :D

and to say that it needs texturing and rendering (rendering game related material is for suckers, unless its a beautry render, which you cant do at the moment. but still personally I find that anything other than a print screen is redundant) is just retarded.

DrakeX
11-06-2005, 04:21 PM
Thank you for a constructive reply!

The horns are a bit over the top in polys, aren't they? I'll see if I can get them down somewhat. Reduce the number of sides to 6 and take out some of the bend segments.

Did I do the hooves right?

The teeth aren't that high-poly ;) I keep justifying using all these polys, and this is how I end up with a model with 4500 polys.. Hey, we'll write it off as making a model for a next-gen engine, right?

Here are the wired shots of him in his armor (also has the new ears and arms that the last wire didn't have). I've also added a goatee and some eyebrows. That is not the texture that they'll be using ;):

http://jamesdunne.no-ip.org/~jarrett/minotaur6_frontwire.jpg

A rear view (his tail will probably end in a tuft of hair eventually):

http://jamesdunne.no-ip.org/~jarrett/minotaur6_backwire.jpg

And as for beauty renders? I'll agree with you that it doesn't make much sense to render a game model in Max with subsurface scattering and HDRI and GI and all that crap, but it's nice to see the model as it'll be in the game. Hence, some messing around with normal maps and effects in my engine:

http://jamesdunne.no-ip.org/~jarrett/minotaur6_normalmapped.jpg

Just a very simple normal map with a brown diffuse color.

DrakeX
11-06-2005, 11:23 PM
I've worked on the model some more. One of my friends commented on the model and said that it looked awesome, but they thought that he was gay because he only had earrings in his right ear and only one gauntlet. So I gave him two gauntlets and earrings in both ears.

I've also worked on lowering the polycount a lot. It was at 4500 tris before. I didn't realize that the earrings and nose ring had a total of 600 tris. So I used a much lower-poly mesh for the earrings and got that number down to about 300. I also lowered the polys on the teeth and horns, and finally got around to using a lower-poly eye (instead of a default sphere). The polycount is now a bit less than 4000. I'd say an 11% reduction in the space of maybe 45 minutes isn't bad at all ;) The minotaur himself, his eyes, and his teeth are 2000 tris exactly; everything else is about 1950 tris, and that's only as high as it is because of the gauntlets which have replaced the hands.

His face looks more badass now.

http://jamesdunne.no-ip.org/~jarrett/minotaur7_stand.jpg

sagie
11-07-2005, 01:18 AM
looking good man! this could turn out really well with the right texture!

hanzo
11-08-2005, 12:17 AM
first flow3d nice animation work on your demo reel :thumbsup: the character motion is quit convincing.

But as for the comment you made

comment and to say that it needs texturing and rendering (rendering game related material is for suckers, unless its a beautry render

What you say isn't very accurate to the nature of textures and lighting, I mean if you actually want a polished "complete" piece of game asset. And I'd think most artist on this forum would agree that render is the best way to view work in progress textures, most of the time view port engine screens wont show you the true quality of your textures.

Try textureing your own work and you'll learn why rendering is important.

F3D
11-08-2005, 05:41 AM
DrakeX if you want to kill triangles on it, there are a few places I'd start. but we'll get to that, if you feel like you want to :D
no but, 4000 is a tad high for the low ammount of detail/smoothnes on the body.
oh and the hoofs are still the same as they were I belive :) youre getting inspiration from WoW? then check out some taurent hoofs on there (silly horde!), I belive they are triangle-style looking. basicly what I mean is have the top two verts, and one of the bottom ones, all mege into the remaining one at the bottom, so that it all comes together into a triangular shape at the bottom. but that might just be my conservative asshole kind of way of doing it :D I like to keep my models under 2000 tris

Im loving the whole your own engine idea! very sexy! lets see more of that :D




hanzo, I dislike pm systems. I like everyone to view my opinions, I dont like to hide from anyone. but I disagree with you..hehe :)
oh and that not my reel, just add animations there when I make them, to have something on my site :)

DrakeX
11-08-2005, 05:42 AM
Hanzo - Thank you for editing your post.

This forum needs a "someone posted while you did" alert.. SMF has it ;)

I probably don't have a very good distribution of polys. I would imagine that that's something you learn with experience. The head is ~ 800 tris, rest of body is only 1200.. yeah, that's probably it ;)

I'll have to check out some Tauren model pics to see what you mean for the hooves.

But yes, that engine is my other pet project ;)

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