View Full Version : Gamer Geeks On Parade WIP's
Valandar 03-05-2006, 03:47 PM Seems that several of my friends (members of the Society for Creative Anachronism) have decided that they would REALLY like to have models of themselves for a LAN party planned for late Summer / early Fall. So, they asked me to do it.
So far, I have exactly one head partially done, mostly as a WIP test rather than an actual part of the model - the head of one of my friends.
http://valandar3d.fools3d.com/quakestuff/matthead.jpg
and the wires:
http://valandar3d.fools3d.com/quakestuff/mattwires.jpg
Yes, they all want to be in their pseudo-Medeival garb in their meshes, NOT in sci-fi armor or anything, despite that they will be in Quake 3 and/or UT2k4 (if I can manage to figure out UT2k4 Player Modelling by that time). More to come later...
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UnfluffyBunny
03-05-2006, 05:41 PM
Only you val :P
it'll be amusing to see these all done, heh
Dennispls
03-07-2006, 04:05 PM
hmm polyplacement is odd and doesn't really do the model justice
the texture looks more like a photo right now
Valandar
03-08-2006, 02:54 AM
hmm polyplacement is odd and doesn't really do the model justice
Can you elaborate on this? I'm a relative newbie, y'see, and right now the only poly problem I know of is the nose...
SHEPEIRO
03-08-2006, 12:37 PM
i think he means there are a few places that could be neatened and tightened.
1 on the upper outer eye brow there are two tris, the edges could be played with to make a single quad, which is better for poly flow and deformation.
2 one to many loops(widthways) in the chin in my opinion, get rid of centre one.
3 lots of tris in cheeks that could be altered to flow together. remeber try to get good (continuous) loops around the expressive parts of the face(mouth and eyes)
4 too many loops (width ways) in top of head not enough length ways, remove the middle loops again and add another section above the hair line.
5 poly arrangement in centre of forehead is not good, try rearanging
try to keep your mesh quads with good edge loops, and also try to avoid vertexes with more than four edges coming off it, not always possible though.
it looks good though, you got a good shape but just need to get the poly distribution right. the texture looks good aswell, it does look photographic, but im not so bothered abotu that. one little thing though is that it looks as if the lighting is subtly different in the side view to the frontal, pehaps try to get them matching a bit more, could be wrong about that, on second thoughts it could just be the lighting on the model.
=-) owen
Dennispls
03-08-2006, 01:33 PM
what shei said^^
Valandar
03-09-2006, 01:52 AM
Okay, thanks!
As this is intended for the Quake 3 engine for a huge LAN party, I'm not fussed about the tris at all (the engine converts everything to tris anyway), since the face will not be used for anything other than representing the person - no expressions, nothing.
I'll fix the top of the head (too many polys one way, not enough the other), but when I tried changing the chin, it lost a good bit of its resemblance to my buddy - he actually does have that flat part between the chin and lip.
And as for poly arrangement in the center forhead... bwuh? Do you mean the non-symmetrical bits? Those are there to try to replicate his hairstyle, heh.
SHEPEIRO
03-09-2006, 09:49 AM
right the formation of tris and polys is always fairly important. the engine may convert all the quads to tris but
2 quads smooth and shade better.
3 if the engine uses tri striping (cant remember if it does) then single tris interupt this, creating more strips, thus more processing time.
the funny mesh in forehead is the bit right between the eyebrows.
if its a quick little project you may not be to bothered about the above, as you have a good shape there. but i feel if you are interested in working the industry, then they are important conssiderations.
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