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HapZungLam
04-08-2003, 09:09 PM
http://members.rogers.com/hapzunglam/temp/pose1.jpg http://members.rogers.com/hapzunglam/temp/pose2.jpg http://members.rogers.com/hapzunglam/temp/pose3.jpg http://members.rogers.com/hapzunglam/temp/pose4.jpg

Man
04-08-2003, 09:16 PM
that's really awesome man!!the skinning is great......but the taxtures are perfect dude!!could you post a wire??:xtreme:

warhead
04-08-2003, 09:22 PM
For what game do you made it and how many polys the character has. Its great!!!

Greetz

Supervlieg
04-08-2003, 09:40 PM
Looks like a good rigging job. What soft and can we see a wire please?

HapZungLam
04-08-2003, 10:14 PM
http://members.rogers.com/hapzunglam/temp/wire.gif


Thx for the replies, it is a default XSI3.01 biped rig.

I just discover that it is a pretty good rig.

xynaria
04-08-2003, 10:51 PM
I tend to think the lowness of her pants makes the hips look a tad short but otherwise this looks excellent to me. :)

BiTMAP
04-08-2003, 10:54 PM
whats she for?

Daniel
04-08-2003, 11:14 PM
Looks very nice!

But, her neck has very much poly compared to other parts!

Cya.

LOX
04-09-2003, 01:34 AM
sweet job man, i really like the textures, it sorta looks like a character from shenmue or something

tate242
04-09-2003, 02:22 AM
Nice Low Poly & Awesome textures. Is it me, or do the hands look too small? Maybe the camera angle....

Blackhorse
04-09-2003, 05:27 AM
cool man.
I have a question to ask: how handle the problem of the knee which is low polygons when it bends?

HapZungLam
04-09-2003, 02:08 PM
i just let it crash at the folds.

3 loops, top and bottom loop is set to 75-80% to the primary bone, 20% to the secondary, the middle loop is 50-50.

I didn't do it well tho, i should have add a middle bone only for the knee so that the while section there will be driven by the middle bone. However, it is a default biped. It is very complicated to add an extra bone in the middle of something

Kuang
04-09-2003, 04:29 PM
wow... damn it looks good

it mite not b a good palce 2 ask this, but since i am a noob... and i am dying 2 learn more... wut did u mean by primary bone and secondary bone, did they jus mean thigh bone and shing bone? loops i assume are jus segments? how can u give a numerical value of how much the bone affects the segments? is it in MAX?

dun hafta answer those if ur 2 busy =) i know this section is suposed 2 b bout critics not a tutorial hehe

HapZungLam
04-09-2003, 04:52 PM
I just made the term primary and secondary up.

What i mean is that when you rigging the character with joins like the knee or anything like that, most of the time that 1 vertex is driven by more than 1 bone. The bone which is the mean driver for that vertix, i named it primary. The other bones will be secondary.

Loop: eee, i don't know how to explain this one.

Every 3D application is able to assign different value to vertex. A loop contains a row of vertex.

Cyn
04-09-2003, 06:31 PM
Looks very cool, how many triangles?

Blackhorse
04-10-2003, 03:17 AM
HapZungLam :I think the distance of the three lines of the knee is too much to support the bending pose of it. but I think this is essentially fit for the game use.

HapZungLam
04-10-2003, 04:01 AM
Originally posted by Blackhorse
HapZungLam :I think the distance of the three lines of the knee is too much to support the bending pose of it. but I think this is essentially fit for the game use.

You mean the distance of the 3 lines are too wide?

Polycount: 2988 tris

Blackhorse
04-11-2003, 03:35 AM
I think the front part of the knee is ok, but the back part of it is too much. maybe you should shorten the distance of them. the three lines looks like a sector. try it and see the result.

:>


rick

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