View Full Version : Character from Gears of War
01-18-2007, 07:29 PM
I'm currently building a character from Gears of War. This is my progress so far.
I'm new to games modeling and im finding it difficult to decide where to put detail in the low poly model so it will best display the high resolution model via normal maps. If anyone can help shed any light on this I would really appreciate it!
C & C welcome, I am really trying to improve!
01-18-2007, 08:39 PM
hey man, looks like a pretty decent start. i would reccomend forcusing your geometry on areas where is effects the silhouette. aim for a nice, smooth silhouette and allow the surface details to be normal mapped. and large greases or indents should possibly modeled in depending on how convincing a normal map would be for them. for check out this stuff directly from epics site, gives a direct example from GOW
low poly grub:
hope this helps somewhat mate!
01-18-2007, 08:55 PM
i would reccomend forcusing your geometry on areas where is effects the silhouette. aim for a nice, smooth silhouette and allow the surface details to be normal mapped.
Thanks Falcon, thats the idea or principle i've been going of so far and its good to hear someone else suggesting it!
I've visited the unreal technology site many times and have both those images printed out on my work board here, thanks for the links though, much appreciated!:thumbsup:
01-18-2007, 10:36 PM
Have you created your highpoly version or will you do your lowpoly first and then build it? Just curious since you can usually build a more efficient lowpoly model after you have done the highpoly version since sometimes you might think of adding something to the high poly model that isn't in the lowpoly one :)
It's looking like a good start though, keep it up
01-18-2007, 11:44 PM
I agree with Urgaffel, i used to think the opposite...low 1st then upgrade to high, but after seeing tons of dope characters done with the high to low pipline the results are usualy far better.
01-19-2007, 12:47 PM
Thanks urgaffel and falcon, I agree with you both and for now have started on the High poly version. I've not yet properly started the high poly but I'll keep the low poly and amend as required once finished.
I've never created low poly models or normal maps for them, so I did a little test to see the depth and impact on the low poly version. I find it quite amazing to see this in the Maya viewport!
The is my low poly model with quick "test" normal map:
01-19-2007, 12:47 PM
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