Sup guys, my first post here!
I've always meant to make an account and post my wips here but i've always been kind of intimidated by 3d oriented forums. Browsing through at the talent in here is making me sweat bullets, haha.
Anyways, here's an armour i'm starting for TESIV:Oblivion. Although it's totally futuristic and unfitting to the world i'm pinning the design to a futuristic race within the game's own lore, so by a loophole it works
Couple of notes. The hands i'm using are the default hands used in the game, i just ripped them from the existing character files as it saves me a lot of time and effort rigging those suckers.
The base mesh is also from another project i'm working on, a character body replacement for the same game. A picture of him can be seen here if you fancy a peek -
http://img476.imageshack.us/img476/8971/beefybodyiz9.jpg (the textures aren't mine unfortunately
).
Here's the concept piccy i threw together the other day -
And the model as it stands now, currently at 1344 polys (2398tri) including the basemesh -
C+C always welcome. Updates when i got em!
Replies
the armor could use some optimizing. there are some simpler areas with tons of detail & visa versa. and depending on the engine, the armor might not need to be one piece. it looks like you're wasting a few polys there towards the bottom getting the base part of the armor to link into the tasset-y part.
-J
I'm surprised the base mesh is that low... looks like the hands alone eat up a thousand.
I'd definitely separate the forms... those butt-flaps don't need to be attached, for instance.
Secutaurs- Yeah, the hands are huge on polys - 2798. For reference though, some of the armours in that game cap out at over 25kpolys, really detailed. I'd make my own hands from scratch no problem, but i'm pretty new to rigging and doing hands is still outta my league.
With regard to the flaps on his rear- They were originally just clipping through as the engine doesn't mind that, but i figured it'd be better to save the UV space that would be covered up and spend a couple of extra polys attaching them on.
Here's a quick update on him, total polycount for everything in the shot is 3191.
As is stands though there is no need to worry about animation because they're just going to be rigged 100% to the hips. Currently you can't make your own rigs for oblivion so i'm stuck adapting everything i make around their skeleton. It's a royal pain.
I will break em off though, if i ever want to take this into another engine i'll need em that way anyways and editing UV's + re-texturing is one of my pet hates.
Here's how he's sitting now at 4372poly. Haven't had a lot of time to work on him recently.