View Full Version : WIP: Yet another Female Character
Kryptochan 09-06-2003, 10:25 AM Nearing completion of a mid poly, present count is 2714 polys, character. Any C & C will be appreciated. Thanks in advance!
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enzodiac
09-06-2003, 10:26 AM
there is no picture ?
Kryptochan
09-06-2003, 11:07 AM
http://www.evilbeagleanimation.hostrocket.com/mm/stationery/HorzPic/pic01.jpg
Lol man that was sad how long it took me to figure out how to post this image. sigh... man im tired.
Kryptochan
09-06-2003, 11:21 AM
http://www.evilbeagleanimation.hostrocket.com/mm/stationery/HorzPic/front2.jpg
posed shot. ...well i put the arms down :p
cybernaut
09-06-2003, 05:09 PM
Excellent work!!!!!!
C&C - About the only thing that I would suggest working on a bit more is her general skin color. She, IMHO, is way too pasty/peachy in complexion. The divisions between the yellow colors and orange colors is very apparent and could be soften, JAT. I would suggest adding in a more reddish tint, even if she is fairly pale. That's about all I can see.
Cheer :beer:
Kralle
09-06-2003, 11:10 PM
nice work,
mmm, girl with green thong,
hmm by the knees and under that it looks a little edgy, but so far very nice, also like the tatoo
Kryptochan
09-08-2003, 07:32 AM
Thanks for your input guys! Yeah cybernaut, her skin texture needs more work Ill try and mellow out those areas that bothered you and see if I can change the skin tone up some too my next update. Kralle: "hmm by the knees and under that it looks a little edgy." Your defiantely right about that man. I budgeted myself 2500 polys for the body max which im currently at 2500. Im debating on if I should go ahead and add a few more polys to smooth things out. Any opinions? trying to make models more marketed towards games. Also if anyone knows hard number like for example: Low poly models usually consist of x numbers of polys, mid starts at y and ends at z, Id appreciate it. Everyone ive asked have been kinda aloof about hard numbers.
Any more critics guys? Your opinions would be appreciated!
Kryptochan
09-08-2003, 07:35 AM
P.S. Kralle trying to figure out your icon is it rock howard?
senor freebie
09-08-2003, 09:01 AM
umm ... I work in the modding community for BF42.com which means I have first hand experience with games development.
The original Battlefield 1942 Japanese solder has 2,393 polies all up ... but some of that might be only visible from first person and I'm not sure if I've used the counter program correctly coz I did it in a hurry.
If that is the actual poly count it would be safe to say that you could do anywhere between 2000-3000 for a player model for it. However that is including helmet, hip pack & backpack although not other gear such as weapons \ knife.
Also keep in mind that Battlefield 1942 (in case you haven't played it) is a long range combat game where you can see upwards of 30 soldiers, tanks, aircraft etc. and hence is designed as such. However it isn't as low poly as you would immediately assume because the export programs will create separate level of detail models for you for longer range viewing.
Half-life 2 is supposed to support as high as 6,000 but its as of yet unreleased.
Kryptochan
09-08-2003, 10:21 AM
http://www.evilbeagleanimation.hostrocket.com/mm/stationery/HorzPic/edit02.jpg
Did as suggested and tried to smooth out the area around the leg. Also did a color correction to add more red to her skin tone. Will work on blending the changes in skin color next. Better or worse guys?
3d42dustin
09-08-2003, 10:26 AM
looks good for low poly character.... skins kinda pale but thats ok...
she would be so sexy if u made a 1 000 000 poly version of her :)
so when do we get to see the high poly version? theres always a high poly version behind every low poly right? :applause: cant wait to see her!
Kryptochan
09-08-2003, 10:43 AM
3d42dustin Thanks for your comment man! Yeah Id love to go back to the mesh and double even triple the polycount, this is the lowest I have ever gone on a model and I still think its too high. Also thanks to Senor Freebie for the numbers, nice to know im somewhat on track for what im trying to do with this model.
Kryptochan
09-12-2003, 01:11 PM
Had some server problems but finally got them resolved heres a update with the corrections your guys suggested. Fixed problems with the hair, the blending in the skin tones and the blurriness of the pants texture. The only thing not resolved is the shoulder issue but Im hoping they will be resolved when i drop the arms. Let me know what you think?
http://www.evilbeagleanimation.hostrocket.com/mm/stationery/HorzPic/Update3.jpg
senor freebie
09-12-2003, 02:53 PM
She's looking awesome Kryptochan. Its nice to know I can still help those as talented as you. I've worked almost solely in low poly and that is looking awesome for what you've used. Can you tell us how you did the texture eg. what method?
In Battlefield each individual part that will move separately of the rest needs to be UVW mapped individually. But annoyingly they all need to be placed on to the same texture map. This is probably the biggest problem (although you can make separate textures). I suggest if you want to put that ingame that you wait until HL2 comes out. And then you could even add more polies. The reason why I suggest that is because its animation is superb and the levels to which you can individualise your characters movements and expressions is supposed to be completely ground breaking.
Jb5k1
09-12-2003, 07:05 PM
you should add more definition to the feet, from the pics you show, they look very straight, no curves!
otherwise nice work!:beer: :thumbsup: :buttrock:
Kryptochan
09-13-2003, 05:43 AM
Heres a update guys. Jb5k1 you were right about the feet so I went back and did some optimization to smooth out the curves. Still kept to my budget for the body and was even able to shave off about 20 extranious polys in the process, so thanks for pointing that out. Thank you very much for your comments Senor Freebie, man they were much appreciated! I created my texture map by UV unwrapping, so basically I made a blank initial map and created my textures accordingly using the map as a guideline. Thanks to all who have posted for your C & C, keep them coming guys and thanks for your help.
http://www.evilbeagleanimation.hostrocket.com/mm/stationery/HorzPic/update4.jpg
http://www.evilbeagleanimation.hostrocket.com/mm/stationery/HorzPic/Texturemap.jpg
senor freebie
09-13-2003, 06:48 AM
lol ur texture map looks very much like a Battlefield one. Tho much more organised then any of mine. I'm a n00b skinner.
WanielJorge
09-13-2003, 10:46 AM
:applause: Good work, I see that when it moved the arms, the very low shoulders, the musculature was stocking it finds strange.:wip:
Kryptochan
09-15-2003, 11:07 AM
For starters thanks for all your comments :) To be honest senor freebie this has been my first serious atempt at skinning a character and its been pure hell :) I like modeling for sure but knew I needed to work on my texturing so your comments made it all worth while. 3d strong yeah your right about the arms issue its pinching really weird underneath the arms so ill have to fix that when I reenvelop, hopefully that will fix it. I decided to start working on weapons for her so here is what i got. Its really rough but getting there hopefully so any C&C blast away I know there tons of errors in it. current poly count is 1150 so comment away!
http://www.evilbeagleanimation.hostrocket.com/mm/stationery/HorzPic/chokushotgun.jpg
senor freebie
09-15-2003, 01:15 PM
lol I like ur shotgun \ crossbow. I'm not sure if this is relevant but I personnally don't make tubes for my firearm barrels. It wastes a lot of polies and isn't entirely necessary coz you usually don't see the end of the barrel from first person view (unless your game has a graphic suicide option). Many games also have extreme low poly variations on models. These are used for weapons lying around. Battlefield has an internal mechanism that lowers the detail of the model. For something like that crossbow I'd use about 1500 and maybe 100 per bolt for the crossbow. That is assuming they will be visible.
Kryptochan
09-24-2003, 10:19 AM
Wow, I really hate hurricanes.. Well after a long delay I was finally able to work on a update rather than yardwork. Did some texture work so posting it for some C&C. Let me know what you guys think?
http://www.evilbeagleanimation.hostrocket.com/mm/stationery/HorzPic/chokushotgun3.jpg
senor freebie
09-24-2003, 12:54 PM
I like it now the textures had more work :)
But the smoothing on the end of the barrel looks strange. Maybe you should select the faces right on the end of that cylinder and take their smooth off. That would make the barrel look more machined.
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