View Full Version : Young Hercules Low-Poly (1st Pass)
01 January 2002, 12:44 AM
Just wondering if someone who know what to look for could critique my first attempt at a low-poly model. It's based on a model sheet of Young Hercules (from the Saturday morning cartoon, I think) I got from shaneglines.com.
As it stands right now, it's around 1600 triangles total.
Please look at the joint areas and face to see if I have enough detail in those places.
Also, this is intended to be the LOW end of a LOD set for this character. Could you address whether or not it has too many triangles (~1600) or not enough for the low-rez of an LOD set?
Any guidance is welcome.
01 January 2002, 06:10 AM
Ur lowpoly model of hercules look cool but the hands are to biiiigggg!!
01 January 2002, 09:17 AM
i like low poly works
it looks good
01 January 2002, 10:21 PM
Thanks for the quick replies. I'll look into the hands. I think I want to keep the overall length of the hands, but I think the finger and palm need to be thinned/tapered a bit more.
01 January 2002, 10:55 PM
The hands look fine if you are going for what I think you are. Is this supposed to be Disney's Herc? If so, the hands are fine.
01 January 2002, 12:02 AM
Heya ACFred. Nice model. But if it's gonna be the lightest LOD model, you can still lose alot of polys there as 1900 is still quite heavy. Nextgen consoles can go with quite alot (5000+ poly characters are getting common) but for a low detail LOD, try for more like 1000.
You can lose the eye sockets, throat muscles, reduce around the belly, and also reduce the ears (if at all model the ears...remember, you probably won't see them at a distance). The mouth might also not even be necessary as well as the nose. I also think you could possibly get away with one edge only at the front of elbow and back of the knee joints, depending on how you skin the charakter.
But games now usually do LOD dynamically so there is only need to model one highdetail character. This is the one you should start off with first anyway so you know how to reduce the other ones. How about going for a 2500-3000 poly character and make it look nice and smooth?
Though that's all technical stuff. The model itself looks cool. I might say the arms look a tad too long though but then again I don't know how the original looks.
Keep it up, getting along nicely there.
01 January 2002, 12:39 AM
Hey guys. Thanks a ton for the detailed comments. I'll really take it to heart and work on those areas.
Following is the front view of the model sheet I'm working from.
I should have shown this first to avoid any confusion.
Here he is:
Thanks again, folks!
01 January 2006, 01:26 AM
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