Hi,
this is my first post here
I'm working on in-game low-poly model of snowboarder. This is my first 'extreme' low-poly model. The boarder is 584 tris and the board is round 80.
Modeling is done, working on the texture now and will be doing rig after that.
Any comments/crits are more than welcome!
Replies
looking pretty solid fella, though you might want to add an extra loop around the elbow, so there's 2 solid loops running around circumference of that area- should help better with deformation.
What's the texture specs going to be?
Thanks mate
I never rigged character before so will see how the hand bends. If needed I will add some loop as you suggested. The topology I have now is based on many meshes and tutorials I've seen on internet.
The texture is 256^2 for the boarder. Not sure how much i need for the board but 128x64 will be fine I think. This model will be used in main menu to select and customize character and also in game. Target device is iPhone which has res. of 480x320.
Screen grab from 3ds max view port (no lights).
And here goes the head detail.
I need to finish the jacket and boots and then I'll rig him.
Comments/crits are welcome!
I know bout that but thanks for reminding! Will fix it.
http://www.uni-koblenz.de/~shinda/Infos/Tutorials/SM_tuto_p1.pdf
works that direction
Ha! Now I'm really confused I think I'll do some tests and see what works better for me Thanks for the link!
Thanks for your advice. I've been rigging him yesterday and doing some test animations and it really depends what movements the character will be doing but the hands works quite well as i have them know. As you said the elbow is quite sharp and 90 degree angle from distance and I won't be doing closeups. I'll try to do one version with double loop and see.
Good point! I'll make it more narrow.
I like how the extrude works in the realtime so I won't get rid of that (anyway that will save me ~20 tris which is just 600 tris less a second for the engine to render).
The idea to extrude it more is nice. I'll definitely try that!
Thanks.
You're absolutely right with this. I'm zooming out all the time Saves a lot of effort and time.
http://wiki.polycount.net/Topology
That's really cool link! Thanks a lot for that! I think the best one working for me especially for the legs will be this one:
The vertex weights for the backs of the knees need work, the calves are collapsing too much. You should choose a mocap with calisthenics, or better yet make your own of someone stretching to all the extremes, then scrub this while you're weighting the skin. It's the best way to adjust weights IMO.
Textures look photosourced, and kind of noisy. Can you show the texture flat?
Thanks for your comment.
I should have been more cautious and predict that some people will think the actual movements of the character are done by me. This thread is about modeling/texturing and rigging the character as I mentioned in the beginning. The animation was only to have fun
Thanks for pointing out the other side of knees, there is definitely problem there and i think I'll solve it by adding the same loop as I have on the front side.
The boots texture and a bit of trousers is photosourced but as you said it's too noisy. Will try to paint it as I did the jacket.
Here is the texture sheet:
Tried to google an image to show what I meant.
http://www.realtelevision.net/wp-content/uploads/2008/02/tara-snowboarder-2.jpg
I guess the geometry itself makes it look thin too.
I agree that he looks thin for a winter clothes. I'll be adding loops on the hands and legs so I'll make him a bit more thick as well. The folds are random I need to google for porper reference. Thanks!
Agreed as well, he will be more thick Glad you like it, it's my first try at painting the whole texture, been using a lot of photo textures so far.
Thanks for pointing that out too. I had a look at some photos and I definitely need to remake the folds.
Will post update in a next days. Keep the good critique coming!
I'm also redoing the folds on the cloth, this time painting it all. The pants are done, working on jacket now. What do you think so far?