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What do you think of this model?

DogCity
polycounter lvl 17
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DogCity polycounter lvl 17
bob1.jpgbob2.jpgbob3.jpg
bob4.jpg

The intention is child like - not exact (because he isn't a child) limb proportions, with lots of room for big flowing animations. Optimised for an isometric perspective as seen in the last shot.

I'll listen to all opinions but i'm most interested in your thaughts on face count optimisation and proportions. I also feel like the torso and legs don't quite match each other, so if anyone has any ideas there, that would be great too. Cheeers!

Edit- probably worth mentioning that this guy is basicly naked. He will have exciting clothes equipped most of the time wink.gif

Replies

  • JKMakowka
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    JKMakowka polycounter lvl 18
  • Asthane
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    Asthane polycounter lvl 18
    Well, if he's a stylised adult with childlike proportions, I would say his torso doesn't have much shape and his spine is flat (no s-curve). This goes double because it's so low poly and I would assume, small on-screen since you'll need to really exaggerate things for them to read clearly.

    Nice start though, what's the polycount?
  • KDR_11k
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    KDR_11k polycounter lvl 18
    There's no deformation vertices. You've added a second row to the half that contracts but not to the half that expands.
  • DogCity
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    DogCity polycounter lvl 17
    Asthane: Thanks for the feedback, i'm normaly right on the old s-curve must have passed it by this time. The triangle count is ~500.
    KDR_11k: Well spotted, thankeyow!
  • Chunkey
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    Chunkey polycounter lvl 19
    The character reminds me a bit of the Final Fantasy 7 character models that you controlled in towns which is no bad thing, not sure what the tri count was for them, though I guess they were something around the same region.

    technically, it's not too bad, and KDR_11K is bang on about the deformation verts- another thing you could try to do is look at making narrow points like the ankles, knees and elbows 3 sided- you can then pump the extra verts you've chopped off either in the face to get more shape or to aid deformation in the hips and shoulders.

    I'll be looking out to see how you approach the texturing for this fella, and if you get the UVs bang on, he may get some interest from other artists to do some textures smile.gif

    GL with it dude smile.gif
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