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Old 01-08-2013, 11:39 PM   #1
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Fabian Golz
fr, Germany
Join Date: Mar 2011
Posts: 22
Goblin / 3dsMax / looking for advice

Hello all

Some time ago, i painted a goblin in sculptris. Now, i want to recreate the model in 3dsMax 2009 and use the highpoly model for normal mapping. My goal is to create a model that is ready to be used in game (and to get a glimpse how things work).
Since i have never really done this before from start to finish i have not much experience.
I am eager to hear your advice/thoughts and appreciate any input. Thanks!

- Did i use to many polygons for the head?
- Would adding more geometry on the arms help the model?
- Is there an efficient way to get rid of the triangles on the arms (pic 3)? Or doesnīt it matter?
Attached Images
File Type: jpg sculptris.jpg (67.1 KB, 32 views)
File Type: jpg 3dsmax.jpg (96.0 KB, 21 views)
File Type: jpg 3dsmax2.jpg (87.0 KB, 20 views)

Last edited by skyheinrich : 01-09-2013 at 02:17 AM.
Old 01-15-2013, 12:31 AM   #2
New Member
Fabian Golz
fr, Germany
Join Date: Mar 2011
Posts: 22
I put some more time into the model.
Not quite sure about the topology (i ended up using some triangles for the teeth),
but i guess i will see later

Next step would be to put the model on a skeleton and check if everything works.
Then iīd unwrap the uvws and start texturing/generating normal maps.
Attached Images
File Type: jpg 3dsmax3.jpg (88.1 KB, 4 views)
File Type: jpg 3dsmax4.jpg (86.5 KB, 6 views)
Old 01-16-2013, 09:50 PM   #3
New Member
Fabian Golz
fr, Germany
Join Date: Mar 2011
Posts: 22
today, i did the uvw-unwrapping and generating of the normal map.
It didnīt work so well and i feel dirty now.
I learned a few things, but there so much more i donīt know, especially about uvws.
Probably will do this again to get better results.
Attached Images
File Type: jpg render.jpg (17.8 KB, 13 views)
File Type: jpg render2.jpg (17.1 KB, 6 views)
File Type: jpg render2.jpg (26.3 KB, 16 views)
Old 01-17-2013, 06:48 PM   #4
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trivandrum, India
Join Date: May 2010
Posts: 2
while creating game ready models, especially for current gen. games ,one thing to keep in mind is from any angles, the model shouldnt give the feel of low poly look. Here in the case of hand( the forehand) we can see the squareshape, i guess you got what i said. add one mode cut there. rest of the parts are fine just the hand. it is too low. Anyway the sculpted model is really nice.
Old 01-17-2013, 06:48 PM   #5
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