View Full Version : Toy Soldier: lo-poly
Brain Trepaning 01-05-2006, 09:59 PM Made this as a requested Doom 3 enemy. It is melee and rifle capable, and a full 400 polys!
http://trepaning.com/q4/duckNukem/pics/010406-tsRig.jpg
Here is the rig:
http://trepaning.com/q4/duckNukem/pics/010406-tsRig2.jpg
Here is a short 3 meg AVI featuring 64 of the melee soldiers walking around in a Doom 3 scene:
http://trepaning.com/q4/duckNukem/avis/010406-64toySoldiers.avi
More info on this Doom 3 mod available here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=12833&start=140
Okay thanks!
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GLandolina
01-05-2006, 11:29 PM
seems a bit low poly, I am sure doom3 can handle higher, and I'd work on that texture quite alot more aside from being very low detail it doesnt seem taken care of, one of the laces is crossed and other other is just a squiggle for example.
i'd redo the texture very nicely (i dont mean add detail, this looks meant to be shiny and plastic simple) but make it defined and clear.
Brain Trepaning
01-05-2006, 11:44 PM
The texture is alpha, thanks for the suggestions! Here is the texture, as shown in the screenie above:
http://trepaning.com/q4/duckNukem/pics/soldierWIRE.jpg
There is a higher poly version for a level boss, but these lo-poly fodder pieces are meant to be very lo-poly so dozens can be in a scene at the same time.
XepptizZ
01-06-2006, 12:23 AM
That tex just looks way to flat too me. Toys strive to look realistic and always fail, taht's what you should try to achieve. To give that fake cartoony style. Also, some slight scratches and wear and tear woulnd't be bad. Some details would be like outlines to make certain parts look like stickers for example.
Brain Trepaning
01-06-2006, 12:24 AM
Nice! Thanks for the suggestions!
(FYI, just because I'm a writer and it's pretty obvious you know the words: "That tex just looks way to flat too me." should read "That tex just looks way too flat to me." Swap the "to" and "too" and you got it!)
SHEPEIRO
01-06-2006, 01:08 PM
i think you have a fair bit of texture stretching there, play with the unwrapped model with a checker map assigned until they are square,
plus due to the size of model on screen you could get away with reducing the size of map by at least half, possible quater, and maybe reduce thae amount of sections, in arms and legs, to six.
this way it may be pos to get even more on screen at once.
as for the texture drawing, if you down size it, all it will need is abit of wear and tear, and your there. i dont think you need a huge amount of added detail, as its only 10cm high!
cool idea by the way, im thinking scary clowns next and huge teddys with teeth (outa akira)
XepptizZ
01-06-2006, 05:20 PM
I always tend to mix up "too" and "to" :P. Anyways, after seeing the vid I indeed don't think it needs that awfully lot of detail, but wear and tear is always nice.
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