XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : low poly game model

10-18-2005, 12:00 AM
hi all,
i have never posted here before and have only started to make low poly game models,
here is my second attempt,


lots more to do.....
its for a half life 2 mod
C&C appreciated

mark tsang

10-18-2005, 12:18 AM
this is a very good start for not being into lowpoly very long. but try balancing your edgeloops a bit more, and there are some 5-sided polygons which maybe should get fixed.

10-18-2005, 12:56 AM
hi hsi,
thanks for having a look.. where are the five sided polys? there arent any all quads and tris
what do you mean by balance edgeloops more?


10-18-2005, 01:14 AM
Hi man :)

I think this is looking very good so far, tbh. I think hsi was pretty much saying your mouth loops are a lot closer/tighter than the eyeloops, and the cheeks don't really loop so much. But having been messing around a lot with a "low" poly face I wanted to make decently animatable, I found so far if there's a way around distribution that steers towards this type, it's beyond me. Anyway, the head and face seem well proportioned and the guy actually has quite a lot of character already, so nice work. In the front wire it looks like you could pull the outermost vertice of his brow outwards a little bit, but that might not tarry with the side and 3/4. I'd give him eyelids ;) and drag the ear upwards a little, try and level it with the tops of the eyes and bottom of the nose for an approximate "usual" height.

Keep at it :thumbsup:

Hehe I'm too dumb to find the alleged 5 siders :D

10-18-2005, 01:55 AM

but the pic is kinda small and eyes getting old and tired so i could be wrong? :D

10-18-2005, 01:59 AM
yes hsi, well spotted.. but how is it a problem...?


10-18-2005, 02:06 AM
Goddamn, it was right there. I spent a while searching haha.

Mark; I'm largely guessing but I'd say in a non subd situation, the best reason to avoid ngons particularly in the location that one is (not terribly animated area) would be that you don't have direct control over their triangulation unless you manually turn the hidden edges, this also has some effect on the gourad shading. Since the model will be triangulated by game engine, it's good to get stuff like that fixed down so that it doesn't do something like triangulate in unexpected fashion gameside. Compare that area in the shaded view and you can see a little of the gourad override deal going on in fact.

Guessing though heh.

Edit; track up 3 polys and outboard 1 from that ngon... is that another just there? ;) Hehe sorry, I just felt like a lamer missing the other :D *hides

'nother edit to hsi; Yeah man hehehe, let's hope so at least ;)

10-18-2005, 02:09 AM
i guess most of the engines nowadays triangulates 4+ sided polygons automatically, but then you kinda loose control of how everything is flowing. before it was more a matter of calculationspeeds and stuff. easier to process 4 etc etc...

but if anyone knows some more, please tell :D

edit: augh whe are guessing pretty much the same, which means it must be almost supercorrect. correct..?

10-18-2005, 09:22 AM
everything said so far is good, i would add that it would be a good idea to use spheres for eyeballs, better for anim, and at the res you are moddeling at i think eyeballs are needed. plus you can get rid of alot of edge loops as people have said, and the topology around the chin, just below the moutyh is dead ugly.

a little tip, vertexes with five or more edges should be avoided aswell, as they create small poly fans, which are no good for shading. even for high res stuff they tend to mess up subded surfaces.

nice model, just work on the poly flow.

10-18-2005, 09:57 AM
augh, yeah thats another one but i couldnt see it because i was working on a later version which i had removed it in... well spotted anyways

i would add that it would be a good idea to use spheres for eyeballs, better for anim, and at the res you are moddeling at i think eyeballs are needed

nope, source engine uses a special shader for eyes, you dont need to model eyballs

a little tip, vertexes with five or more edges should be avoided aswell, as they create small poly fans, which are no good for shading. even for high res stuff they tend to mess up subded surfaces.

its completely impossitble to avoid both poles and n-sided polies completely at the same time..... take your pick.......

thanks for your comments everyone


10-18-2005, 10:21 AM
it is imposible to have none, but try looking at the way the shading works across the vertex, it looks pooh bear, just keep it in mind and try not to use them in obvious places, they can really spoil the look of a surface, if they appaer in the wrong place.

10-18-2005, 10:26 AM
yeah i will look more carefully at the poles sheperio, thanks for looking


10-19-2005, 10:21 AM
didnt get much work done yesterday,
updated with all crits in mind, cheers

http://www.dreamscapemod.com/marktsang/images/thug/head3wip.jpg (http://www.dreamscapemod.com/marktsang/images/thug/head3wip.jpg)
http://www.dreamscapemod.com/marktsang/images/thug/head3sidewip.jpg (http://www.dreamscapemod.com/marktsang/images/thug/head3sidewip.jpg)


10-19-2005, 06:59 PM
hi all,
little bit more refining and a rough texture in place (reworked from two photos)
landing in at 1390 tri's so far
rendered in hlmv,
if anyone knows how to get eye shaders working for half life 2 models please get in touch.... . thank you


10-19-2005, 10:29 PM
this is a very strange looking head. In some ways it looks normal... and somehow not. In your latest texture, the hair and forhead look reeeaally strange. It looks like his forhead is bulging out from his face, and his hair has receeded back partially. It looks like you smudged over the hair strand details on the front and center portion of the hair, which also makes it look strange, as he appears to be both balding and retaining a full head of hair in different areas. You could probably lose a few of the mouth edge loops too. And lastly, the outisde tops of his lips seem to bow down, when they should be more of a straight (or more straight than they currently are) line. I wish I could give you a photoshop paintover but I'm at work and dont have PS here :(

anyway, good model, I'll try and whip up a ps paintover if you like

10-19-2005, 11:20 PM
hi ferg,
yes his hair is receeding (widows peak type male pattern baldness), the texture issue is because the texture is only started, but yes it looks awful at the moment- spent well under an hour just slapping the basis together, also the uvws are not finalized. lips are made that way intentionally, he is not supposed to be good looking. i agree that he looks a bit strange, but i dont think abnormal or freakish

im keeping the edge loops around the mouth on the off chance that i will be using facial animation with him - or is this still too many ?

cheers for taking the time to post


10-20-2005, 03:08 AM
The two shaders/highlights on the top of the forhead make it look weird, i would remove those. The rest is very nice imHo, looks like a HL2 character, really good work!

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