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Enriq766
01-29-2007, 03:41 AM
Hello, I have been working on a model for a small game concept for a few weeks now. I thought I would show and see if anyone had any good advice for him. I worked on trying to remove as many tris that were not needed. I am sure an extra set of eyes wont hurt.

http://www.blenderprojects.com/games/aztec06.jpg



I also made his bow.

http://www.blenderprojects.com/games/bow.jpg



Thanks.

Psyk0
01-29-2007, 06:56 AM
Do you have a concept or just improvising? it's a bit difficult to give proper crits without knowing what you have in mind. I'd make his forearm and hand bigger.

Enriq766
01-29-2007, 02:10 PM
http://www.blenderprojects.com/games/aztec.jpg

This is pretty much what I am going for..

Seebaer
01-29-2007, 02:49 PM
then you should definatly stick closer to your concept sketch ;-)

his arms need pretty much work, concerning dimensions, they are thinner as my little finger....

also you should think about giving him more polys, to build up muscle shapes, and not only put some cylinders together (at this point it would be interessting how much polys this little bugger will get in final stage).

okay that for now :-)

greetings

Enriq766
01-29-2007, 04:06 PM
Ok, Thanks. Everybody and their grandmother told me to go as low poly as I could. So I did remove alot of details due to that. I will add in more like the feathers that go around his legs and arms. He is at about 1,200 tris right now. What should my aim be?( I know this is a pretty common question)

Also the bow did not look good in 3d, thats why I changed it.

Psyk0
01-29-2007, 06:50 PM
Depending on the game type and engine, you could go between 1500-3000, of course if you have a lot of players on screen at the same time, the lower the better.

The solution to higher counts would be LODs (aka level of details), which are simply an optimized version of the higher mesh, the engine uses the lower count version as the model gets further away.

Seebaer
01-30-2007, 01:34 PM
yes psyko is right, asuming to your concept i conclude you really want to put him into an engine, so it depends hardly on your engine (blitz3d, source, doom3, ogre and so on) and what gamestyle it will be (classic side scroller / 3rd person adventure / or these fancy flying camera adventures like devil may cry).

greetz

Enriq766
01-30-2007, 02:18 PM
I was thinking more along the lines of a 3rd person adventure. Ogre is on the top of my list right now.

I fixed the feet and removed and added a few tris to make it more easy to skin. I will work on those hands too. Get them more like my concept.

Next step tonight is to unwrap him.

Enriq766
01-31-2007, 12:35 AM
I fixed the feet and hands.

http://www.blenderprojects.com/games/aztec07.jpg

Anymore crits before I skin him

Psyk0
01-31-2007, 06:16 PM
The forearm size and shape needs more tweaking, also having the arm posed like that could be a problem, it's best to model in a relaxed pose palms facing down.

The hand is too small, his hand should be at least as long as his face (bottom of palm on chin and middle finger almost reaches the hairline).

Enriq766
06-19-2007, 04:27 AM
http://www.blenderprojects.com/enriq766/aztec06.jpg

I started texturing today. The beak and feathers are temp texttures. How does the face look?

Nahaz
06-19-2007, 07:56 AM
You could try sculpting more form, shape and definition into the limbs. accentuating major muscle groups. It helps to picture each muscle group as a separate object. A good reference are bodybuilders, you can clearly see their muscle definition, pearing it down to suit your character.

Enriq766
06-20-2007, 03:22 AM
Ok. I was always told that poly count is important! What should i generally aim for in a model of this type?

Nahaz
06-20-2007, 08:10 AM
Ok. I was always told that poly count is important! What should i generally aim for in a model of this type?

What platform is it for and how big will it appear on screen? Polycount used to be real important, it's less important on the the latest platforms (well maybe not the Wii) :)

A "low poly" for the PS2 would be about 700-3000tris.

If you're going for real low detail, i wouldn't model in quads. Go old school triangles.

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