View Full Version : lowpoly man, armor - fantasy

11 November 2007, 09:03 PM
i will propably delete the lion on the torso, it looks weird and will definitelly not fit into the idea of the city, in which guards will be wearing such armors.
Thit is armor of light infantry, they will fight with rectangular shields and spears. Fast and versatile, something like that: ,
PS: i haven't seen that film yet :-D

11 November 2007, 09:53 PM
If I were you I'd get rid of all the cuts in the torso section for the armor...and the chest area...and shoulders. Really, I'd shave off hundreds of polygons because you don't need to model armor parts that will only stick out 2 mm. Use a normal map for all those details instead. Keep the cuts in the cloth area if it needs to bend when he walks, but all the stiff armor parts don't even need 1/4 of that geometry.

The lion part could also have been almost completely flat instead of having almost a hundred or so triangles for nothing. Think of how the edge/silhouette would look and then decide where you need geometry. If you look at your normal mapped model, you'll see that the armor part between the skirt and waist would have looked almost exactly the same with just a normal and texture map without those hundreds of extra polygons.

You're not showing the rest in wireframe, but already I can tell the polygon counts are way too high, possibly by thousands. Even on the simple wrist band thing, which is cut down the middle for no reason. That should be a simple cylinder without any subdivisions, unless it has to bend or you want the middle to stick in or out. (which it doesn't right now) The model idea's fine, but it's very inefficient.

11 November 2007, 10:07 PM
the every part you mentonied is there becouse of the texture, which is 512x512px big, if i will get rid of the details on the mesh, i will have to make texture 2x or 4x bigger (512x1024 or 1024x1024)
but yes, thanks for the lion part thing.. i will remove some of these vertices though
for the wrist thing, this is the most detailed LOD, it has something about 4.5k tris
then there will be 1.5k tris LOD too, for something about 30m distance or so..
we will be using impostors, that would save many fps though
PS: armor got 2k tris

12 December 2007, 10:56 PM
alright, so here is the human model alone, see more about the project at the homepage, if you want.. (signature)

12 December 2007, 10:18 AM
Hm...I like the design of the armor. I also agree with iSOBigD that there are way too many polygons, but you could use all the modeled in details for a render to texture and use it in a normal map. As far as the character with no armor on, I see a few things that could be touched up. First off, the veins in the arm are popping out way too much. Also, the abdomen needs some work. They are way too body, and should be much more round. It looks like you just did a Zsubtract from the base mesh for the "cuts" in between the individual abs, which is not very effective. Your color map looks pretty good though, and I think the hands look very good. Keep it up, this has some promise.

12 December 2007, 10:38 PM
so i fixed the veins and torso
i will show you detail on the hand, soon. ;)

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12 December 2007, 10:38 PM
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