View Full Version : WIP: Generic Male game template
Jolts 02-04-2003, 01:23 AM This is a model I'm working on as a semi low poly naked man to use as a template for future game models. Right now I'm focusing on getting a good topology for the shoulders that will deform well for animation. You can ignore the head for now, I know its really high poly for a game model, I'll reduce it later when I get all the joints deforming well.
Now that I'm thinking about it, I think it would convert over well for a high res model also, or am I high on crack?
any help/ideas tips would be awsome thanks.
http://www.planetunreal.com/darkhorizons/!teamfiles/modelers/TMP/frontG.jpg
http://www.planetunreal.com/darkhorizons/!teamfiles/modelers/TMP/backG.jpg
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Menge
02-04-2003, 02:57 AM
well i'd say it's already quite high poly. suited for the new generation of games, eh?
it looks nice to me, even in low poly.
there are some tris which might be a problem. i dunno. i'm no big expert here ;)
but the model rocks, i'd say also!
if you might just have some renders of it on low and high polys for comparison. just for the looks :P
Jolts
02-04-2003, 03:21 AM
here's a quick render of what it looks like smooth w/o adding anything to it.
http://www.planetunreal.com/darkhorizons/!teamfiles/modelers/TMP/smooth.jpg
polycount for the body is around 2400, with the head everything comes to like 3500, I'll reduce it down to 3000 once I get it deforming good. Thanks menge
Menge
02-04-2003, 05:05 AM
hey! it looks kewl smoothed!
i thought it had a higher poly count! that seems to be good!
great work!
oh! btw! are you counting Tris or Quads? DirectX and (i think) OpenGL works on Tris.... so keep that in mind
Jolts
02-04-2003, 05:24 AM
its counting quads, but I use maya's auto triangulate function, then undo and go back to quads while I model.
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