View Full Version : Low Poly Barbarian character for game project

06 June 2010, 01:55 PM
Hi all,

I used to post here a LOOOOOOOOOOOOONNNG time ago. I lost the motivation for digital modelign when I discovered miniature sculpture and have been workign successfully in that industry since 2007. My traditional portfolio is viewable at ( ANyway............been out of the loop for a long time and decided to get back into it. This is a test to relearn a lot of what i have forgotten so forgive th ecrudeness of it. It is intentionally VERY low poly, and I want to make at least three different LODs of the same model for the purpose of portfolio. I doubt I will ever make a living at this, btu I do want to at leats be able to have fun at it as a hobby and maybe hopefully get into or start a good Mod........

Anyway, this is it. DOn't spare my feelings. I want to be the absolute best I can be - cue music - if somethign sucks I woudl rathewr know and fix it than ignore it and never improve. there is still alot to be done but I figured this was worth showign now.

1076 tris 1614 edges 540 vertices.......modeled in Wings3D.

06 June 2010, 02:00 PM
Sorry.....attachement failed.....

06 June 2010, 02:05 PM
and a close up of the head froward and profile.

06 June 2010, 02:07 PM
And the " concept " art....................

06 June 2010, 09:58 PM
Hi! Although I don't want to critique the model, I do want to say I like your traditional work!

Why not start with something that should feel more natural, like mudbox, or zBrush? That will allow you to reuse all the experience you have from your day job. Once you have your high resolution model up and running, you can easily retopo it down to the lower detail levels, and it will look much more natural than if you do it the other way around.

06 June 2010, 08:24 AM
The less and simpler- the better.If the barbarian keeps developing simple,he has more possibilities to get finished,and will be completed much faster than a high poly.
You dont want to get tired while working micro detail stuff that would be visible only 3% of the gameplay time,more so after a hard day's work.

And,the high poly comes from the low poly generally.If you want a quick higher poly,the next subdivision of the same model will be x 4
which is only 4304 faces (and you dont really need a higher poly for a game-not yet).
The rest is technical and i dont know about wings 3d and its tools.
Many can create high poly characters but few do low poly with love.

If you dont have mudbox,or zbrush then just texture the barbarian and finish him.
Or use bump maps-not bad.
If you need fur textures go visit cg textures and get some free ones and paint the cape-for example.

When some gear is added as attachments,the polycount will raise.
If Lod0 would be 4304 faces,and the gear and weapons another 2000,you ll have total 6000.

06 June 2010, 09:23 AM
For start,you can use Sculptris and sculpt a little the face,arms and clothes.

Check the Sculptris forum and see some W.i.p

Some of the sculptris video (

That program cant handle very highpoly details and is slow but,
if you split the mesh in several parts (arms,pants,head,etc)
and use low res subdivision level to any parts you are not working on,you can do some displace and normal maps.
I mean the piece you work to be high poly and the rest of the character parts in the scene as low poly.

I am glad that someone did a living from fantasy sculpture,something i did nt manage and have quit since many years.Tremanor if you need any help with the textures,p. message me and i can help you for start.

About sculptris,-maybe you should first do some ugly monsters experiments with the tools,and then do the barbarian.
You decide,but from what i ve seen so far,most people learn 3d sculpting by modelling the hard muscle,huge teeth,and very rough skin of very ugly monsters.
If you first see all the Sculptris videos,i think you ll get an idea of how to sculpt with these tools.

06 June 2010, 01:47 PM
Many thanks to both of you fro takign the time to respond.

I have heard of sculptris. I will have to check that out.

I have piddled about with Zbrush, btu have never tried mudbox..... I will have to try that out.

I actually prefer to go lowpoly. I am thinking first of makign models that I can use in an independant project. Once I know I have that under me belt I will go for the higher res stuff. Right now I just want models I can easily model, texture, animate, and import to a demo.

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06 June 2010, 01:47 PM
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