I wonder how she fits inside such a suit,- she must very wide shoulders and perhaps some deformed hips.
Nice model but quite a few faces on some areas like the shoulders.
Okay, you guys are right, I'm going to redo it, to spill less poly's, I think It's balanced between super render movie quality and game, which is a bad thing.
There's a fair bit of wasted geometry on the shoulders and the helmet. The hips look a little weird as well. Might I suggest checking out some screenshots from the metroid prime series?
A good tricount? that's tough to say.
current gen I believe is about 10,000-15,000 for a main character, unless you're thinking the wii, which I think is about 8,000. (i'm just guessing from various items i've read in the forums)
Keg and woogity are right it all depends but realistically you should never exceed 15,000 tri's for any character. With Samus in particular I don't see any reason to exceed 7,000. Therefore, I would shoot for under 7,000 tri's if I were you.
I wonder how she fits inside such a suit,- she must very wide shoulders and perhaps some deformed hips.
Nice model but quite a few faces on some areas like the shoulders.
Sort of like this I believe. Sure, that still looks a bit wonky to move in, what what're you gonna do? Actually, on that topic, I'd love to see how Retro rigged their model for Metroid Prime... I wonder how well the joints add up with that old artwork.
Anyway, Cookie, aside from the polygons that people already mentioned, I'd suggest you look over your references more closely. Her shoulders are looking too big even for being Samus, and the hips and feet stick out to me, as well.
At this point you could split off the mesh and make a high poly base and the low poly, it's been stated before but it is my vote as well, how's she coming along?
At this point you could split off the mesh and make a high poly base and the low poly, it's been stated before but it is my vote as well, how's she coming along?
Pretty good, I'm very busy this week, but I've done quite some work, I started the feet yesterday and they're a real challenge, I think I'll finish the mesh round saturday, and then I'll need to do some tweaking, ect, So then I'll post a pic for suggestions, change it and start a texture.
I'll be off next week so I can do alot of work then
E: why a high and a low version? In a metroid game you don't see samus from far away too, exept in little movies maybe, I think I'm just going to try to keep a good polycount.
Is that really necasary? I want to finish it fast, this is just for practise.
its good for practice. Doing a quickie and not doing all the normal steps just seems like lazyness. Especially when you're halfway between a high and low poly model. Its not like you'd have to totally rebuild anything.
Maybe you should have stated this here too, namely:
THIS IS NOT MY MODEL, I CHANGED IT AND WANTED TO TEXTURE IT, STOP BITCHING!
BTW, Metroid is pretty blatant about the fact that the proportions don't fit, when you get the suit back in Zero Mission you see the image of Samus fade over into the suit image and you can clearly see the anatomy is nowhere close.
Gah! Hit yourself Hoi, smack yourself good and right in the nose, just because it says someone in the image, as in it was made by someone ... fricken A just grabbing somebody's sketchup model ... make your own stuff
Gah! Hit yourself Hoi, smack yourself good and right in the nose, just because it says someone in the image, as in it was made by someone ... fricken A just grabbing somebody's sketchup model ... make your own stuff
What I wanted is texture it for practise, sorry I didn't make this really clear (notice the someone on the image) and I used it as a base, I prolly shoudnt do that anymore...
I'm not here to show stuff and let people think I'm good or something, I'm here to learn, I noticed that I didnt explain this but I thought that it was too late(saying and ooh, btw I didnt make this all on my own would be stupid), so I started my own model which will hopefully be better.
So can we say this is a misunderstanding and forget about it?:shifty:
As for normalmapping, do I need to think of anything when modeling for the normalmap? I read something about getting seams with 90 degree edges, and something with seams if you overlap uv's, but it's a bit vague.
Just be sure to always state your sources and this won't happen. I mean shit, I state when I use arsh's base mesh for sculpting and the end result there looks nothing like the origional.
Dude, about the normal mapping, follow that tutorial I pointed you to, then ask questions. If you go through the whole thing, most of your questions will be answered.
It will take like a half hour to an hour tops!
Replies
Nice model but quite a few faces on some areas like the shoulders.
e: that ansfers all your questions:)
A good tricount? that's tough to say.
current gen I believe is about 10,000-15,000 for a main character, unless you're thinking the wii, which I think is about 8,000. (i'm just guessing from various items i've read in the forums)
[edit] oh yeah, and just to show how far 9,000 tri's can take you check out this past years dominance war entries: http://www.gameartisans.org/dominancewar/index.php?lang=english
Sort of like this I believe. Sure, that still looks a bit wonky to move in, what what're you gonna do? Actually, on that topic, I'd love to see how Retro rigged their model for Metroid Prime... I wonder how well the joints add up with that old artwork.
Anyway, Cookie, aside from the polygons that people already mentioned, I'd suggest you look over your references more closely. Her shoulders are looking too big even for being Samus, and the hips and feet stick out to me, as well.
Pretty good, I'm very busy this week, but I've done quite some work, I started the feet yesterday and they're a real challenge, I think I'll finish the mesh round saturday, and then I'll need to do some tweaking, ect, So then I'll post a pic for suggestions, change it and start a texture.
I'll be off next week so I can do alot of work then
E: why a high and a low version? In a metroid game you don't see samus from far away too, exept in little movies maybe, I think I'm just going to try to keep a good polycount.
its good for practice. Doing a quickie and not doing all the normal steps just seems like lazyness. Especially when you're halfway between a high and low poly model. Its not like you'd have to totally rebuild anything.
BTW, Metroid is pretty blatant about the fact that the proportions don't fit, when you get the suit back in Zero Mission you see the image of Samus fade over into the suit image and you can clearly see the anatomy is nowhere close.
Best beginners tutorial on normal mapping in my opinion.
I'm not a big fan of the model as is anyways, making it yourself will most likely result in a much better model I think.
What I wanted is texture it for practise, sorry I didn't make this really clear (notice the someone on the image) and I used it as a base, I prolly shoudnt do that anymore...
I'm not here to show stuff and let people think I'm good or something, I'm here to learn, I noticed that I didnt explain this but I thought that it was too late(saying and ooh, btw I didnt make this all on my own would be stupid), so I started my own model which will hopefully be better.
So can we say this is a misunderstanding and forget about it?:shifty:
As for normalmapping, do I need to think of anything when modeling for the normalmap? I read something about getting seams with 90 degree edges, and something with seams if you overlap uv's, but it's a bit vague.
Just be sure to always state your sources and this won't happen. I mean shit, I state when I use arsh's base mesh for sculpting and the end result there looks nothing like the origional.
Not true.
It will take like a half hour to an hour tops!