View Full Version : Character: Samurai Zombie: Polycount Challenge

11 November 2003, 06:04 PM
I recently entered a modeling challenge over on Participants were asked to model a 10k poly character from one of 5 classic "Nightbreed" categories. I chose to model an undead character and have since finished my ends on Nov. 7th.

You can check out all the entries here:

Polycount 10k Challenge (

And here are some pics of my model -

Ortho: (

Perspective: (

Perspective, Part 2: (

Beauty: (

He was modeled in XSI over a period of 3 weeks. (I actually only ever worked on him for an hour at a time...damn work sucks sometimes!)

Let me know what you think!


11 November 2003, 06:44 PM
hahah! really cool! I love the intestines, very nice :) Is he rigged? or not? You get an official drooly! :drool:


11 November 2003, 06:52 PM
No rig, I modeled him in that pose. I'm pretty new to XSI and haven't had the oppourtunity at work to learn the rigging system yet.

Thanks for the drool!

11 November 2003, 09:41 PM
yes, this is awsome. did you use a cartoon rederer?

11 November 2003, 10:52 PM
wow, this model is very cool, very clean. I love the knife in his gut, ah he must of dishonored himself...poor samurai. Are you going to texture him?? Because i think with some cool zombie flesh he would be complete.

good work:applause:

11 November 2003, 11:08 PM
the design is great. the costume is fit for him. But your typology isn't clean enough. No edgeloops and triangles all around.

Maybe spend some time to clean those off. then it will be a master piece.

11 November 2003, 11:47 PM
I'm a MAX user, have been for the past 4 years. My biggest gripe with XSI is that its a pure polygon editor, wheras Max is triangle based.

Since alot of my work is focused for games, and very little to no smoothing is applied to the mesh, I have to make sure every polygon/triangle will look right when lit in a game situation.

So, when working in XSI, if I see a polygon that is lit oddly across its middle edge, I will draw the edge in the direction I want...and since this contest didn't allow for textures, I needed to make it an extra point for every polygon to be lit the way I wanted it to.

I would love to work in quads but with a limited polygon count, I didn't feel I was going to get the kind of control I needed with the fewest amount of polygons necessary. Had this been created in MAX, I could have hidden several edges throughout the mesh, losing a good majority of the triangles, creating a much "cleaner" topology.

Does that make sense? I don't know, thats just how I approach it. So, given the context that this isn't meant to be mesh smoothed, does it really matter that there are triangles present?

Thanks for the feedback, keep it coming!

Frank Dodd
11 November 2003, 09:57 AM
A very impressive piece of work that would look great in a game. I think with textures applied this could really turn into a classic piece. It's certainly worth taking this model beyond the scope of the contest and to its conclusion.

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