This character is a work in progress obviously...i have to go to work so i cant finish the hands...but i figured id post it anyway...c&c would be cool.. thanks all
looks pretty unconsistent . the poly distributions doesnt make sense and the head and legs etc seem to be detached from the body ? i cant understand if he is wearing a shirt or a shield or something. the head is the best part altho just as messy in terms of edgeloop to contributing to the shape. There are also lots of anatomic errors even if it is stylized . The concept is very solid . congrats
yeah the arms are a bit long. ive got a 1000 poly limit and still have to optimize it and redistibute the polys as recommended...thanks for the comment...the initial idea was from this sketch i did when i was sick a few weeks ago...i still have to take the model and make it so i can animate it correctly...
For a thousand poly character I think you have to many subdivisions around the arms, legs, and chest forcing you to sacrifice polygons where they are needed like the stomach. you still have to add the hands and that is going to add double of what the count you hands are. I would try to get it back in the right poly range considering you are already over budget and your character isn't even completely modeled yet. Here is an example of characters modeled in the thousand range. you could probably go with 5 divisions around the arms and legs since you don't have to model some of the equipment these soldiers are holding.
yeah i have some tick embedded in my head that tri's are the devil...i gotta break it... considering any game engine recognizes tris not quads... ill redo the character and repost...thanks for all the helpful information...as always its much appreciated... if you want to keep track check back in a day or two to see what ive fixed...and if ive done it correctly...
1000 polys i sugest getting rid ot about 90% of the polys in the face, that low you usualy don't see animated eyes and mouths.
at 1k tries should be all over the place. you need 0 edge loops around the face,
LOOK at your concept for real, up close. you are missing a lot of the things that are making it look stylized, the triangle wesge shape of the torso. whe wide jaw. huge round shoulders, narrow waist.
start over and rough in base shapes first. then refine
my teacher calls quads polys for presentation purposes im not sure why. he was in the industry like ten years ago so maybe the terminology changed...so actually the budget was 2000 tris... so actually the im 400 tris under...thanks for the heads up though... my prof has me all mixed up...
Replies
Oh and triangles are not bad, it looks like you are trying to do this with no tri's so you're ending up with a bunch of unnecessary polygons.
at 1k tries should be all over the place. you need 0 edge loops around the face,
LOOK at your concept for real, up close. you are missing a lot of the things that are making it look stylized, the triangle wesge shape of the torso. whe wide jaw. huge round shoulders, narrow waist.
start over and rough in base shapes first. then refine
this is a big improvement. still lots of polys to be hacked out, though. hands and face particularly
I hate it when educators aren't educated...
A poly can have MANY triangles.
A Quad can only have 2.
A Triangle can only have 1.