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Dread_Reaper
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Dread_Reaper polygon
Greetings polycounters! I am working on this new model for a Half-Life 2 mod, and am in need of some critiques and comments. This model is at around 4,000 polys. I need any suggestions for how this model could be cleaned up (if needed), and what do to now.

WindWIP1.jpg

WindWIP2.jpg

WindWIP3.jpg

I think I need to create a UV map for this, but I have never done one before. I am using Max 8, please help! Thanks!

-Dread_Reaper

Replies

  • Marisa
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    Marisa polycounter lvl 17
    Can you post some wireframe shots up? That would really help toward some suggestions. Also I'm trying to see the sillouette and it's hard to see it with a black background, could you post some renders up with a mid-tone grayish background?
  • Wells
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    Wells polycounter lvl 18
    take off meshsmooth
  • conte
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    conte polycounter lvl 18
    yes, sectaurs right. post some wires
    p.s: is that mr.bones's avatar on you, Dread?
  • Dread_Reaper
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    Dread_Reaper polygon
    That's right, I forgot to change the background and do the wireframe instead. As for the avatar, my usual reaper head guy is too big, so I just put this one on here until I am able to create a suitable replacement. And now, wireframe!

    WindWIP4.jpg

    -Dread_Reaper
  • allyx
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    allyx polycounter lvl 17
    It looks like you know how to use the basic modeling tools, but it's obvious you really need to study more anatomy.

    - At 4000 polys you seem to be wasting a lot of them on sides and center of the body and head that don't really change the shape. You really need to move the vertices around individualy.

    - Just looking at that wire frame, the silouhette looks like it could be the back of the character. You could try to give figure more shape that flows with body. This will require more knowledge of anatomy.
  • Dread_Reaper
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    Dread_Reaper polygon
    By knowledge of anatomy, do you mean porportions? This model was made to the scale of the Vitrurian man, so I assumed it was the right shape. Also, to clarify, the model without mesh smoothing is only 800 polys. Just to clarify. I am trying to add more details and such, so we shall see what I can do. More pictures will follow.

    -Dread_Reaper
  • Joao Sapiro
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    Joao Sapiro sublime tool
    hmm yeah you seriously need to study basic anatomy, bone structure , because with and without meshmooth the model looks pretty bad , try to add shape with the little polycount you have.

    Meshmooth for game models = big huge no, it would boost up the polycount 4 times or more and you wouldnt have control of the mesh even if you converted to polygons again.

    as i said , study anatomy wink.gif
  • Dread_Reaper
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    Dread_Reaper polygon
    So how would you go about smoothing the model then? I mean, is there another way I can get the same effect and still be able to put it in game? Also, as for the anatomy part, I modeled his porportions off the Vitruvian man. What parts need to be worked on in the anatomy?

    -Dread_Reaper
  • jgarland
    All the parts of the anatomy need to be looked at, in all honesty. My advice is to get a good anatomy reference book, and actually study. I know it sounds weird, but being able to understand the major muscle groups, how they work, and what they're called will help you immensely.

    There are no methods for smoothing (aside from smoothing groups, more on that later) that I would advise for real-time models. All of the methods can potentially ruin your edge flow, and increase the polygon count by astronomical levels. Most people simply learn to create silhouettes that flow well, and will make as many tweaks as necessary to the finished mesh.

    Smoothing groups are really the only method of "smoothing" I would advise, but at the same time, the model isn't actually being smoothed. Instead, smoothing groups affect the normals of your mesh to give it the illusion of having more polygons by softening the transition between two edges.

    Keep practicing, look at other people's models to see how things are done (adapt other's techniques with your own, don't just outright copy their methods), and don't give up. You won't go anywhere unless you keep trying. smile.gif

    I hope this helps. Good luck!
  • Rhinokey
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    Rhinokey polycounter lvl 18
    proportions and anatomy are 2 difrent things, anatomy is how your muscles and bones and more work together to make a body work, the way the pec swoops into your shoulder is anatomy. Proportions is how the size of objects relate together, thats what makes the arms or legs apear too short.
    the proportions on your model do not apear to be off by a whole lot. the anatomy is an explosion of wrong. look at your elbow then look at the models. if your elbows look like that.. go see a doctor. now. joints on a human body do not just taper into smooth vase like shapes. arms are not round tubes. this is somethign only hours / months/ years of practice and study can teach you. mesh smooth is only usefull for creating high rez models. for baking normal maps off of.. but trust me. you are so far from that level you should just stay away from the smooth button.

    I always give this advice to noob modelers, but i'm often ignored. i know it seems exciting to just jump in and model an exciting ninja robot robot ninja, or something like that. but slow down, no mountain climbers start their careers with mt everest. calm down, model your computer mouse, model a spoon, a radio, a puppy an eel, start simple.. then progress
  • Dread_Reaper
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    Dread_Reaper polygon
    I see exactly what you mean Rhino. And rest assured, I have many many attempts modeling other things before, like various household objects and such, but the jump from something like that to something organic is a big one. You to bring up a good point though, the musculatures are intesely over-simplified. Good advice indeed. I am going to have to start re-working this model as soon as I have time. Unfortunately it is for a mod, and I somehow got conscripted as a character modeler, so I have infernal time constraints to deal with, but this model is far from done. I will be intrepid, and be sure not to overstep my limitations.

    -Dread_Reaper
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