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.
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
p.s: is that mr.bones's avatar on you, Dread?
-Dread_Reaper
- 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
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
-Dread_Reaper
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.
I hope this helps. Good luck!
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