Game Art: Shrek, Pixelpuppet (3D)

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  04 April 2003
These are some nice characters, but they are not low-poly. Low poly is more than a polycount, it should be called optimized-poly instead.

First off you have modeled in quads or n-gons and there is nothing wrong with that, I model in quads sometimes too. But you have to convert to triangles before counting the polygons because the only count that matters in game development is triangle count. Secondly these models looks like they were created with some sort of subdivision or tesselation technique, even if they are not there are hundreds of wasted polygons that add nothing to the form of the model.

Low poly modeling requires an entirely different technique and approach to modeling than what most people are used to. The cardinal rule is to never have a vertex lie along a straight line (or a slight angle depending on how high your poly limit is) unless it is at an animateable joint. If there is a vertex along a straight line you eliminate it and you still have a straight line so there is no impact on the overall form of the model, however you have reduced the polycount. If there is a vertex intersecting an edge which creates a slight angle you eliminate the vertex and it creates a straight line, thus reducing the polycount and impacting the form of the model only marginally (depending on the degree of the angle you just eliminated).

These models would probably not fly even in next generation consoles that had a 5,000 poly character limit because these same characters could be 1/3 that and retain the same shape. The programmers and art director would be immediately up your ass to optimize them or add more detail that warrants the extra polygon usage.

They are nice looking though.
 
  04 April 2003
pretty cool
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S Candell
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  04 April 2003
Great stuff! I tired my hand at a Paul Dini bats using Rhino and was surprised how cool that style is in 3D. They should make an animated 3D movie in that style one day. Great work!
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  04 April 2003
That Shrek is right on!
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nyuk,nyuk,nyuk!
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  04 April 2003
beautiful ! im loving the "skrek Turnaround" on your webby too. and that funny lil tin headed dude is quick good too !

BadKarma
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Rory Jarrel

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  04 April 2003
Quote: he was born in November 7, 1972

just 3 days older than me! ... I like low-polys very much
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Ila Soleimani
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  04 April 2003
Good work man,

I like your originals the most 1) because the kick ass and 2) personal preference. It's always good to see the style of the artist.




Gav
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Gavin Goulden
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  04 April 2003
your Jimmy Neutron is freakin awesome.
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  04 April 2003
Quote: Originally posted by Big D
LONG LIVE ORIGINALITY!!!!


If you're promoting that, you should really consider changing your avatar I kid, I kid

PiXeLPuPPeT I really dig your turnaround, I did something similiar in fact with flash also http://www.eyecandystudios.net/temp/turtle_rotate.htm

Your's is cool because it's much simplier With mine although it's a bit more complex it's still easy to update, all I have to do is drop the rendered frames in a movieclip we should talk one of these days.

salud and awesome work, well deserved the plug
 
  04 April 2003
very nice, i aggre though that batman doesnt hold up against the others, the other 3 are awesome.

chaos
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  04 April 2003
Just woke up this morning and discovered an amazing amount of replies..



Good responses too..
I would like to clear a few things up about my work.

None of this was ever done with nurbs or subdivision techniques.

And yes i do agree that some of them are done rather high in polycount.

I do have various levels of detail for some of these models, that would be a little friendlier to next generation consoles.
And I have used all LOD on our PSII, XBox and GC test stations and it runs fine.

Fortunately though, Krome Studios Engine pushes poly's like you wouldn't believe and has no problems whatsoever throwing any of these characters around with ease.

And yes ... All the models have the true polycount.

Max and maya has this really neat little function where you can display your model in quads, turning off those horrible edges that make working messy... This allows you to see edge loops and help with creating a nice flow of geometry.
I dont like to see models displayed in triangles. Just looks a mess. So I allways work and present the edged faces off. The triangles do not magically dissapear upon exporting to the game engine.


Anyways ..
Cheers for now
And thanks for the great replies...

Harris
 
  04 April 2003
Quote: Max and maya has this really neat little function where you can display your model in quads


where is that option located?
 
  04 April 2003
One of the best game artists I've seen on here, seriously not kidding. I totally dig your shrek and the IronBark and of course Neutron. But I decided to enter Shrek into the gallery

Please be sure to enter this into Expose http://www.cgtalk.com/expose you definitely have a chance

You have received the CGtalk choice award .Please feel free to display this image anywhere you like! Stunning work.

upon receiving this award, it guarantees you a spot in the cgtalk gallery hall of fame - which you are now placed



P.S. Please email me @ tito@cgnetworks.com for the award .psd file

salud
 
  04 April 2003
PiXeLPuPPeT mate well done for gettin tha Cgtalk award verygood to have u here showing us you models fella !

BadKarma
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Rory Jarrel

Looking for a Sept 2005-06 Placement for Uni, Can You Help?
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  04 April 2003
nice work Harris!
 
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