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csalvany
06-30-2008, 11:51 PM
This is the main character of the student project "Number6", a 3rd person action shooter where a lone android must survive from her prosecution and stop evil android Hera from obtaining the ultimate weapon.

Number6 is not a combat droid, she's just a prototype armed with a vector manipulation device (left arm) that was meant to be destroyed because of her potential.

Modelled in 3dMax, highpoly sculpted in Mudbox

Any comments are welcome

http://features.cgsociety.org/gallerycrits/328406/328406_1213289080_large.jpg

CodeVeroby
07-01-2008, 02:11 PM
One critic : the polygons are very badly distrbuted, I'd expect a 10K model to be as smooth as hell but for some reason the character is very block, the head is especially bad ! I hope that your'e talking about 10K Tri's and not Quads ...

But anyway that's what wer'e here for, to help you make your model better :D

Oh and can you show us the textures too ?

csalvany
07-01-2008, 02:24 PM
Indeed it's 10K tris not quads. Thanks for the chritique, I'll try to post the textures as soon as I upload them. By the way here's a wireframe view so you can see how the polys are distributed.

http://features.cgsociety.org/gallerycrits/328406/328406_1213289353_large.jpg

BARBEERIAN
07-01-2008, 03:02 PM
It's off to a good start, but you'll really want to rework the edges in your low-poly before you start rigging and animating it.

Firstly, you've got a lot of Tri's in your mesh, as well as some nasty poles in areas where the mesh will have to deform. As soon as you try to rig/animate these they'll cause you nothing but headaches since they won't deform properly (they'll sort of 'pop' out of place a lot).

Example is at the side of the knee. There's a 9-sided pole (a vertice with 9 edges coming off it). You'll want to make it so the edgeloops travel all the way around the leg, instead of all the knee loops intersecting in one place.

Check this thread out for some pics that will help explain what I mean. Keep your eyes peeled at the bottom of the first post. There's a small animating .gif of him relooping the back which might be useful too.

http://forums.cgsociety.org/showthread.php?f=43&t=639587&highlight=Thor

ojko
07-01-2008, 03:11 PM
I'd consider reworking the normal map if I where you. The current normal map adds very little in the way of detail to the model.

blenderhead
07-01-2008, 03:21 PM
Considering the amount of poly's in the head, it is very blocky. Have you tried using a geosphere instead? (I'm a bitch for geospheres, use them all the time :D) And what are all those poly's under her chest? I guess they are to define the ribcage but they don't define anything that I can see. I think you can easily take this model down to 9000 if you optimise a bit, and put more considerationg into optimisation of poly's.

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