Hey Guys, would love to get some feedback on this model for an upcoming animation. I've posted the concept art so you can see what I was thinking, I"m not a concept artist - so dont judge the concept art. Its still low poly- after I finish it up I'll take it into zbrush for some touch ups.
sorry about the cursor right in the middle of his eye!
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As far as the low poly thing is concerned, its sitting at about 4000 tris right now.. which is about medium poly I guess, I'm mainly aiming to stay under 10,000 so it'll stay easily animateable, plus theres really no reason to be more than that based on his size and shape. I guess thats why I said it was low-er poly.
Thanks guys!! great help and will post updates soon! if anyone else has anything always open to more suggestions, trying to make him great!
Its a good start for a cartoony hires model, but its for sure not a low poly.
Also yes this will be strictly for an animation and not for in game, so I'm still aiming for under 5000 just to keep it snappy while animating, but I've given some thought to adding character to him and i'll post some sketches soon.
Thanks!
I actually have a question pertaining to the smooth mesh modifier, I've always used it but given no thought to how it actually works, in Maya, even when applied it still states that it has 4,000 polygons, does it just up that when it comes to rendering - and only register 4000 when your viewing it in the open gl preview? Can anyone clarify this for me?
in mesh smooth turn iterations to 0 and check render value iterations and turn that number up to 1 or higher, and then it will only smooth when you render, if you see the smoothed model in the vp, then it is drawing the smoothed version.
and what number low poly is i believe is up to anyones definition,, around 10k or lower is my opinion, for me low poly is anything that can be ran sensibly in real time game applications