View Full Version : character:german soldier
banana 04-25-2003, 05:48 PM hello!
this is my first time doing a low poly human and still working on it
itz done in 3dmax 3.1.
would really like to hear comments frm u guys :)
heres the front
http://www.geocities.com/khetys/german7.jpg
the back
http://www.geocities.com/khetys/german8.jpg
and abit of close up
http://www.geocities.com/khetys/german9.jpg
|
|
BiTMAP
04-25-2003, 05:54 PM
broken images (could be my school)
gmask
04-25-2003, 05:57 PM
geocities doesn't allow inline images..
copy and paste these links to view images
http://www.geocities.com/khetys/german7.jpg
http://www.geocities.com/khetys/german8.jpg
http://www.geocities.com/khetys/german9.jpg
tcomputerchip
04-25-2003, 07:02 PM
Good start, I think textures could use alot more detail. They seem to dull atm. The head needs more work, maybe another row of polygons below the chin for a better curve.
Proportion wise it seems ok, as for the hands and boots, they look like they need more polys as well.
If you're in a crunch for poly's, remove some from the back and the leg areas to get more out of the hands and head, the ears I think you can remove a few poly's and still be safe. Not sure.
Could you post a few wireframe?
banana
04-26-2003, 01:03 AM
thanks gmask!
mmmmm ok thanks 4 the comments tcomputerchip i will try work on it and hope i can get something out 2nite....
for those who cant c thru the geocities link, heres the pic...
banana
04-26-2003, 01:11 AM
and another view....
for the wire frame i will hv to wait 4 2nite to get it posted
banana
04-26-2003, 04:39 PM
no comments??
heres the wire
BiTMAP
04-26-2003, 05:11 PM
you could probebly add alot more poly's before its high poly (i'm thinking round 1500 poly total) and add quite alot of detail to the entire deal, then your texture needs to probebly be bigger so as to fit more detail.
a trick i learned in Half-life days is to lets say your making a 256^2 texture, well paint it in photoshop at 512^2 and then size it down and save it at 256^2 becuase it will fake alot of detail and make it look better.
tcomputerchip
04-26-2003, 05:44 PM
I agree with BitMAP, the only thing I would add is creating the texture at 1024^2 or higher if you have the ram, I start with 4096^2 then scale from there, that way there is a very high texture and then you can scale it down. You probally will never need anything higher than 1024^2.
Just remember, as a modeler, it's your job to push the game engine to it's limits, still keeping it with in reason for frame rate.
banana
04-26-2003, 07:19 PM
thanks guys!
been working out the whole nite with the map on the body and tweaking abit here n there n here is something 2 show
banana
04-26-2003, 07:40 PM
and another view
CGTalk Moderation
01-14-2006, 11:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.