Well its been about three months since i last touched 3ds max so while ive got free time, i thought i'd build a character from scratch. Its not finished, i have'nt even touched his face or boots but this is what ive got so far.
Im no pro that much is obvious, so i was hoping to get some feedback on general improvements to the poly flow. Also if at all someone could point me to a nice aphla plane hair and clothes tut' or even show there workflow on it, it would be greatly appreicated.
Cheers'
-Laz
Replies
Now about your model. I would check out this link on the Polycount wiki. Then compare. See where you think you could make improvements.
http://wiki.polycount.com/CategoryCharacterModeling?highlight=(\bCategoryCharacter\b)
I would also compare your workflow. Are you making this character for sculpting, or just a straight up low-poly?
keep at it
Ive always been a lowpoly artist i just like the clean OCD of it all so i barely pass the 2-4k boundary with my media. It alows me focus more time on handpainting the texture (which has always been a fav' of mine) and creating a reasonable topology.
I could do with alot of practice in normal mapping though, in the good few years ive been playing ive only ever made a few normal maps to my characters and ive never really touched upon 'next gen'
Also triangles are a bain in my life aswell, i think theres six which i cant ditch without adding more poly loops -____-"
Ill see how far i can get with this guy anyway, its always fun to see how much you can fail
just keep practicing man..you only fail when you stop learning.
there are some cool base meshes on the wiki, with some solid topology...download them..study them....even bring them in the sece with this model and compare.
Head shape and fod' still needs more work, but its getting there slowly
Ill reproportion the hands aswell since they look off now that i shrunk the arms. Ive got the usual symmerty seam which il ditch when i collapse it all again when i do the final tweaks.
New year tommorow so ill most likly be hitting town with girlfriend so i probably wont update for two or three days
Have a good one guys !
1850 polys'
3560 tris'
1882 verts'
The hair is a mix between plane extrudes and solid 4 tri spikes. It came out surprisingly well, so im happy. I also deleted the hidden faces below the hair as i kept a solid plane base so it covers it
Anybody got any crit's before i move onto Uvmapping+texturing?
The loops on the abdomen serve no purpose
The boots have too many polys compared to the rest (feet are rarely the main point of focus)
The face loops do not represent planes well enough for the amount you have spent
The ears don't need that much geo (also suffers from bunched up polys)
-The shoulder area looks dislocated
-Cloth on the shoulder should conform to the surface underneath (it's gonna look weird when he's in a default pose)
-Joints need support loops for animation
-Proportions are a bit unbalanced (his lower legs are massive compared to the body's side view)
-You need to spread out your edges to represent form instead of bunching them up together (the back suffers from this)
I take it by support loops for animation, you mean another poly loop ethier side of the joint?
Ill repost a new version tonight.
1543 polies
2943 tris
1592 verts
Added the support loops and rearranged the other loops. Can you see any parts i can further optimise ?
Cheers.
To check for redundant polys, apply a 100% black material, this will help you focus on the silhouette, then you'll see which polys can be taken out (inside the silhouette) and redistribute some of them to round out the silhouette in places that are too blocky.
Check out Bobo's work = top notch exemples of efficient poly usage:
http://www.bobotheseal.com/personal_art.htm
As for joints, here's a helpful guide to get started:
http://www.pig-brain.com/tut02/tut02_01.htm