View Full Version : Low Poly Mob : Canine
McKertis 01-28-2007, 01:32 PM http://img260.imageshack.us/img260/7150/screenshot032dv7.png
The limit was 1500 polys, now i have 1494, lol. Can someone help be by throwing in some advices to how i can reduce it to, maybe 1400, without losing the shape, just in case the model will need something extra ?
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DooFi
01-28-2007, 03:11 PM
I am by far no expert and didn't even animate anything, but it doesn't look as if it would animate nicely. You have some strange polys in the stomach-area.
McKertis
01-28-2007, 03:23 PM
Well, i'm also no animation master, so i dont really have much experience with predicting how it will animate...
heavyness
01-28-2007, 05:41 PM
first off, its a nice model. but i can't see any place to lower poly count without loosing the shape of the animal. and yes, it wouldn't animate to nicely [mainly the area right behind the front legs were the triangle stripping stops].
you might want to try to use normal maps for the eyes and inner ear details. if you got rid of the eyes/inner ears polygon's, you might save some polygons.
McKertis
01-29-2007, 06:41 AM
Well, thanks for the kind words, but why triangles would not animate well ? The game engines triangulate everything anyway, isnt that so ?
heavyness
01-29-2007, 06:51 AM
Well, thanks for the kind words, but why triangles would not animate well ? The game engines triangulate everything anyway, isnt that so ?
game engines does triangulate everything, but its not going to fix a mesh or change how your triangles are setup. check this post for more info [link (http://forums.cgsociety.org/showthread.php?f=39&t=112189)] the second post down titled: PART 1 - TRIANGLE STRIPPING.
"triangle strips are rows of polygons (triangles) that are continuous. your mesh has this in most areas [legs, head, neck] but not in the belly and back [mid section].
JYoung
01-29-2007, 10:35 AM
You could probably eliminate the edges leading from the eyes down through the mouth. Hell, if you're not going to add teeth or a tongue, I'd just model the mouth closed and save polys/texture space there. Doesn't look like you're going to animate the mouth opening and closing anyway being there isn't a ton of geometry around that area. If you are going to animate or even rig it, you may want to add an edge loop around the front shoulders. Looks pretty nice!
ElFuego
01-29-2007, 11:18 AM
I don't know about animation but you can save few polys from the pawn area by remowing those "nails" (it seems that backlegs don't have nails exept in the wireframe picture). I don't think those detailed pawns add that much "life" to the model so I would remove the nails.
Also I agree about modeling this fella with his mouth closed and also simplify the eye/ear region a lot. I think with these changes you can even get below 1400 tris.
You can save about 20 tris from the region behind the forward legs if you arrange the polys a bit more properly "looped".
McKertis
01-29-2007, 01:45 PM
It seems it was ok to model it with mouth closed, so i did, removed claws, and rerouted the stomach a bit. The result is 1298 poly !
http://img181.imageshack.us/img181/4995/screenshot038zo7.png
Seebaer
01-29-2007, 02:34 PM
looks really nice now.
i guess you made is back legs als out off 8 sided cylinders, maybe you could model the inner side of his legs just with 3 quadrows, or 2, so you could safe up to additional 60 tris ;-)
dpizzle
01-30-2007, 03:14 AM
a good texture will set this model off
can't wait to see it
ElFuego
01-30-2007, 06:57 AM
Great job! Looks really good and detailed! Now a kickass texture to bring this k9 to life! :)
McKertis
02-02-2007, 08:08 PM
Same project - different model.
Brown bear : 780 poly.
http://img405.imageshack.us/img405/6038/screenshot048av4.png
Cyborgguineapig
02-03-2007, 12:11 AM
You can see your improved tapology knowledge in your bear model, good job. Not sure what your poly limit is for the bear but I think you can put more definition in the feet and snout.
DooFi
02-03-2007, 01:08 PM
Yes, you might want to spent a few polys on the eyes, but all in all i like the polycount. Textures can bring out the best of the models! If you don't like texturing, they would also make a perfect task for the GUTs-Challange :)
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