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cayne
04-24-2002, 02:10 AM
This character is 688 polys. I'm using box modelling and want to use subdivision once I get the low-poly character fixed. My question is regarding turning faces and how to determine when to turn, which way to turn, etc. There has to be some kind of governing philosophy about this stuff- that's what I'm after. I'd like to learn to see what more experienced modellers see when they look at my models. Of course, I'd like a million dollars too...

The model was created in Max 4.2. I've been modelling for about 8 months and I'm only just now getting to the point to where I can make things that look the way I want them to- kind of. There's ALOT of crap to learn and the manuals are massive.

Okay, here are a few renders (wireframe and shaded) that I've done of my character.

Wireframe View of the back-
http://jlward.homestead.com/files/wireback.jpg
Wireframe View of the front-
http://jlward.homestead.com/files/wirefront.jpg
Wireframe View of the side-
http://jlward.homestead.com/files/wireside.jpg
Wireframe View from the other side-
http://jlward.homestead.com/files/wireside2.jpg
Shaded View of the back-
http://jlward.homestead.com/files/shadeback.jpg
Shaded View of the front-
http://jlward.homestead.com/files/shadefront.jpg
Shaded View of the side-
http://jlward.homestead.com/files/shadeside.jpg
Shaded View from the other side-
http://jlward.homestead.com/files/shadeside2.jpg

LFShade
04-24-2002, 02:14 AM
Whoa, there it is! You edited before I could get my post in:cool:

Pretty clean overall, but I wonder if the back of the head could be a little less heavy. Those two rows of polys might not need to continue on up the head that way.

Odd geometry in the hips, and I see at least two 5-sided polys there. That may or may not be an issue for you, though. With the number of polys you've set aside for the arms, you could probably put a bit more shape into them, and the legs are a bit lackluster as well in terms of form. They (the legs) may even be set too far apart at the groin. I assume you don't want a bow-legged-looking character:)

You might consider concentrating just a bit more geometry in the joint areas. Too few edges on a joint will affect the quality of deformation; volumes get skewed and squashed -- it's very distracting seeing this in a game character.

I'm thoroughly confused by what you're trying to do with the chest. Your edges there don't seem to flow in a way that defines musculature, and I'm not getting a sense of armor in the shaded view.

Very good start, though:)

cayne
04-24-2002, 02:32 AM
Oops- sorry about that. I was trying to include the images in the thread rather than just having links there, but then I saw that the IMG code is off in this forum.

You must have replied after I had deleted the first attempt, but before I had put the links back in. Sorry about that.

So, how many polys should I be aiming for with a model that would go in a game engine. I realize that the answer to that changes from game to game, but would 1500 be about average now days? I've seen people talking about models that have 3500 polys for game engines, but I think those models must be for Quake or something like that. Is there any concensus out there on how many polys to use (with the idea that the character will eventually be in a demo reel)?

Yeah, the hips and groin are all screwed up. Need to fix those or delete them entirely and start over.

Any advice about my questions regarding turning faces?

LFShade
04-24-2002, 02:40 AM
Your links show in the first post, but I got my reply in before you added them. See above for my remarks:buttrock:

the_jonas
05-03-2002, 09:29 PM
try to keep all polys 4- or 3gons. dont mix em up so much but it look nice

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