I was just doing this guy as a sort of generic MMO character. Medium res texture and model. I thought i'd throw it up here and see if anyone wanted to join me in armoring him! You don't need to texture him if you dont want. Just do a full set of armor for him and texture it.
To keep it fairly even i've come up with a set of simple rules.
1) Keep it under 3050 polygons. (Armor+Base)
2) Total texture area no bigger than 1 512. You can mix it up into multiples if you like. (4x256x256 ect...)
3) No lowering the polycount of the base
Assume the engine only loads the peices of armor on top of the character. You can modify the uv's or tweek the model verts if you want though.
Old versionDownload Here.
Have at it. Do as many as you like. Alpha planes are fine.
No prize or anything. I just think it would be cool to see the wide variety of ideas that we can come up with.
I'll be posting my progress tomorrow.
Replies
Get rid of that X shape on his arm hinge. Don't need it.
You can collapse the edge ring at the center of his bicep.
You can also collapse the egee ring at the center of his thighs and lower leg.
Duplicate the model then do the changes. See how they affect them model. It'll be very slight... but it's good practice to know where you can simplify even more.
You can probably even lose the edge loop down the center of the arm (front side). So instead of 8 sides you have 6. Since the cross section of the limbs are rarely ever seen... you get more back for the buck with your polies if you put them in more obvious areas. Try putting those saved polies into the ankles. You can use another loop there to help the feet.
The edges should meet in the center.
Put up the download and I'll show you what I meant
Download back up.
My first attempt. I'll probobly be texturing this guy.
thats hawt ;D ill have a shot at him when i get home 2!
cheese it!!!!!!!
-Dredg
*start over*
Probably too man polys anyway...
I havent modeled in.... ages, so im a little scared.
honestly - i would prefer this *not* be a polycount comp thing, and exist here in pimpin'... keep these sdk threads alive!
I agree moose, it needs to be just a fun thing.
I havn't had the chance to do much on him. Been doing other little things but i will get on texturing my armor.
still going ;D
3 points if you can guess where the armour is from :O
Man, I spent $160 buying the branded box version of the PS2 Berserk game off eBay. Damn them!
WIP
I have one finished now, and working on #2! #1 is about 2984 polys, #2 may be around there too. I plan on texturing them eventually, and without net access at home, i cant play wow! sooooo, i should actually finish them
ScoobyDoofus +3
JKim3 +3
Aesir +3
mmm yummy points ;D
everyones armours are looking nice!
Finaly started the base texture. ;D Give him a leather shirt. Much to do.
Mine is a charge fantassin.
The actual armor plates (green) are produced by the devices the fantassin has over the torso and shoulder pads - during combat, the areas marked with yellow stripes open up and 4 slim shield-producing arms unwrap.
The weak points of the armor are everything below torso, as the charger needs liberty of movement in that area, and backpack : the fantassin has only one possible action, CHARGE!
Early take on the model :
im such a wow junkie i kept the armor design similar to how the armor in wow works. ugh. Going to get a litte more creative with #3, #2 is a bit more of the same.
Pseudo/Flaagan: I re-uploaded the zip file from the first post with a fbx and an obj for you guys.
Great remedy for bordem. Here's my progress so far. Don't know if I'll get around to texturing them...
Basically, that big pole thing swings down and absorbs the recoil from the huge cannon strapped to his chest.
If centering all that kick right on someones vitals wasn't impractical enough, how about we sandwich someone between a rocket engine and a bomb?
MOOSE ROCK!
PIOR IS MAD!
HEEEEYAA
b1ll
Left thigh pad has a pocket for little knick-knacks (like smoke bombs).
Back of the head has padding to protect it from his arrows.
His armor is mostly a dense foam with a lining of .5" vinyl that's been convered in a denim-like material (usually modern back packs are made with this material).
but the fbx worked... sorta...
i didnt get any uv maps with the .fbx import, and i had to clean up extra polygons that were on the model (and probably the original).. after cleaning them up i ended up with 1190 tris on the model, anyone else get this result?
There's not even a triangle between his legs in any of them. He's got no crotch! Max does not play well with others.
To keep it fairly even i've come up with a set of simple rules.
1) Keep it under 3050 polygons. (Armor+Base)
2) Total texture area no bigger than 1 512. You can mix it up into multiples if you like. (4x256x256 ect...)
3) No lowering the polycount of the base Assume the engine only loads the peices of armor on top of the character. You can modify the uv's or tweek the model verts if you want though.
[/ QUOTE ]
1) 3050 POLYGONS or 3050 TRIANGLES? Makes quite a difference
3) So is adding geometry to the base allowed (aka, make him a her )? Btw, he got a hole in his crotch area.
Anyways, my progress so far:
Here's my first one.. if i find some time i wanna do another one, fun stuff Sean!