View Full Version : 2 game models
04 April 2002, 03:17 PM
both models are below 2500 with maps of 512*512
tell me what ya think ...some c&c
04 April 2002, 04:07 PM
Tjenare fellow-svensk. :)
I'm having some problem seeing all of the models with that lightning. Post a more illuminated shot + wireframe, please.
I like the male. Looks like the guy in Hitman: Codename 47.
04 April 2002, 04:44 PM
ill post what u said later tonight...ya...i heard he looked like the dude in that game....never seen it...so i looked it up and i was kinda embarest...cos he REALLY looks like that guy...but..since i just modeled him from my head i dont care....:wip:
vart jobbar du i sverige då?
04 April 2002, 01:15 PM
How much below 2500 are they ?
Im working with a RPG Game, and my models must be under 710 polys.. So, the textures must do all the job!
But i must say you have done a very good work with the models, like the female :)
04 April 2002, 04:05 PM
heres the specs
both maps are 512*512
sorry for the big pics.....they are on my site....:bounce:
04 April 2002, 07:53 PM
Nice figures, but the man seems to be of a higher standard than the woman. His proportions and pose are accurate, whereas hers aren't quite so well polished. The wireframe of her shows her shoulders are too far back, & the bend in her spine should be in the lumbar regions, lower down. At the moment it looks like her spine bends from just under her shoulder blades.
Also, her face is a little odly proportioned. Her nose is very thin & her mouth is in an odd expression/position. At the moment she looks a little 'surprised'...
The only crit I have for the guy is that his legs look a little thin, especially from the knee down in comparison with the proportions of his torso.
I'm curious about the way you have done the knees, with a rectangular quad, surrounded by tri's instead of just following the edge loop round the leg. I'm assuming its to keep the kneecap solid during animation, perhaps you could enlighten me?
04 April 2002, 10:00 PM
well...since i am major noobe at all this...i may be wrong....but when u bend the knees with this model the back of the knee is being pushed together while the rest of the legs backside stays the same....good thing...i think...the front of the leg is also seperated a bit so it will bulge a little like a real knee....and if u tweak some with ur charsetup with bulgeangles and such...u can get a pretty good result....this is the only way that i have fund that will save u alot of polys.....cos when i did it the other way and looped it...it was wierdlooking and didnt behave as i wanted it to :bounce:
04 April 2002, 10:01 PM
and ill look into the girlmodel.....and yes...her head looks wierd... i know...havnt had a lot of time...but updates will come:p
04 April 2002, 11:16 PM
i agree with shogun, the male looks really good while the woman slacks in that area a little. is this for a specific game engine? i noticed all the polies r quads (at least most). maybe if u detail the textures of the girl a little more, i think it will equal the mans.
04 April 2002, 02:43 AM
well...its just that i find it easier seing the strukture of the model with quads....and i havent made them for a specific engine...ill redo some one the female and post an update this weekend...stay tuned
04 April 2002, 08:29 AM
hey, are those poly counts after its been triangulated or just the quads? its nice and clean man. i really like the models.
04 April 2002, 02:10 PM
its the triangle count....i dont like to work with the model triangulated...i cant see the model as good....thx for all the c&c i have gotten for these models....im thinking on doing a bigger project...but im still thinking about what it should be...ill post
04 April 2002, 12:23 AM
Her arms are a bit too short I think
01 January 2006, 05:00 AM
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