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IrvinDosReis
11-26-2008, 11:37 PM
Hi, I'm currently working on a "Low Poly Sorceress".
I try to doesn't use more than 8K triangles, to fit with next-gen game engine.

http://img293.imageshack.us/img293/1702/screentempdf0.png

Some of the high rez' (Mudbox 2009 screenshot)
http://img296.imageshack.us/img296/8982/sorceresscorpsmudvm5.jpg

http://img355.imageshack.us/img355/5121/clothsmudin2.jpg

A WIP of the model in max. Just a basic render, not the final lighting, not skinned yet, basic materials, etc.

http://img384.imageshack.us/img384/2527/rendu02ur3.png

The wire
http://img149.imageshack.us/img149/1989/sorceresswirevv8.jpg
http://img360.imageshack.us/img360/6087/sorceresswire2ar6.jpg


Critics are welcome.

SpiralFace
11-27-2008, 03:16 AM
looks pretty good.

As far as the costume goes, you will probably want to concider working the mesh into the model whereever possible instead of having seperate objects for the whole costume, expecially for a costume as complicated as this. (Unless you where working on "moduler" pieces as part of the game design.)

There are many reasons behind this, probably the biggest is that the more triangles you trim off of the core model, the more you can put twards adding extra divisions in the hanging cloth. (For dynamic cloth and animation.)

Also, when it comes to rigging, most game models can only survive on a simple rig with bone objects driving vertexes. there are VERY few engines that would support things like corrective blend shapes and the like, which is why its better to try to integrate as much of the model into the core mesh as you can to avoid collisions.

My advice would be to construct the highpoly model first in all its individual components. Then build a COMPLETELY different base mesh that trys to encompass as much of the core model and bake large chuncks of the model all at once so you still get the hard edges of the seperate objects, but you don't end up needlessly having the extra clothing geo eat into your poly budget.

Beyond that its looking good. Belly button looking a bit low, and arms a bit stubby. Remember the anatomical landmarks of your belly button lineing up with the pit of your forearm, when its resting at its side (The important one.) and your wrist lining up with the bottom of your crotch. (not so important if doing exagerated porportions.)

The belly button not so important given the costume design, but if your going to show off the anatomy work, be sure that it lines up correctly.

IrvinDosReis
11-27-2008, 03:31 AM
Ok, thanks for the constructive critics, it's appreciated.

I build this model in differents elements to allow "change of stuff" more easily, like in some RPG. But I admit you're right, it will be a nightmare to rig this character without a lot of cloth collisions with the body...
I was thinking first to remove all the triangles hided behind cloth, to avoid these problems, but building the high first and the low poly cage after is not a bad idea.

Thanks for the anatomy tips, I will probably fix it later, if I use this body in another project.