A long over due update on my Sydney model. I'm pretty much near the end of the road. I am going to go back and touch up the painting of her face, fiddle with the lighting some more and pose her of course. This is my first time doing a low poly character and I made a few mistakes during the process, but that's all apart of learning. I really wanted her to be about 3500 Tris but I wanted to be able to animate her face and I ended up putting too much detail in her face and hands then I actually need. I'm going to enter the Mutant League challenge and the limit is 2500 tris which I believe I can do this time Should be fun
MutatedJellyFish- That is sack rubbing-ly good (And thats the best kind!)
darbeenbo- Thanks, it's actually a part of a much bigger project that Im tackling one little bit at a time.
Lol, Your's really wasn't bad for a beginner. Kind of ambitious.
Now, MY first models/projects... Vomit inducing.
Making stuff from Skyward sword
Texture needs to be obliterated
Needs to be taller, thinner borders, and thicker more exaggerated straps and bar...granted you are going for a realism point it looks like, but still could use thicker straps and hold bar
Needs to be taller, thinner borders, and thicker more exaggerated straps and bar...granted you are going for a realism point it looks like, but still could use thicker straps and hold bar
You're amazing, and so is your portfolio....I'm so jelly and wish I could texture like this and make such efficient textures, ugggggh
Thanks! You should've seen my "painting" a year or two ago, and while I've improved a ton, I'm nowhere near where I would like to be. It comes with time, work, and practice, so keep going. At the end of the day, though, that feeling of "ah jeez, I wish I could do x, y, and z better!" never really goes away, no matter how adept you get, so use it as fuel in the fire to create!
Edit: I just checked your post history, you're the guy making that kickass Link-looking character, you're just pulling my leg. That stuff looks great!
Needs to be taller, thinner borders, and thicker more exaggerated straps and bar...granted you are going for a realism point it looks like, but still could use thicker straps and hold bar
You're amazing, and so is your portfolio....I'm so jelly and wish I could texture like this and make such efficient textures, ugggggh
Thanks for the tips
i was kinda going for a watercoloring effect but i forgot the normal map removes that
I modeled it exactly how its shown in game. as i was making it i wondered why the shop owners who sell Link this crap sends him to battle knowing there products are trash
Shield looks like it'll fall apart, strap will break any minute. handle is wood and not metal/iron. and it barely blocks anything i got my 100 rupees worth ey.
jims: very nice so far, i think she could use a little more contrast/color variation in the skin especially in the redder parts like the lips and ears. also that shaved hair looks way too undefined atm and the stretched tattoos on the neck could also use a little more definition
millenia: looking good
a little wip from my side
thannks Raven been workin on em for awhile so its about time its lookin right. love this guys grill. the asymmetry really allows for alot of character. love the chiseled sculpt look.
A long over due update on my Sydney model. I'm pretty much near the end of the road. I am going to go back and touch up the painting of her face, fiddle with the lighting some more and pose her of course. This is my first time doing a low poly character and I made a few mistakes during the process, but that's all apart of learning. I really wanted her to be about 3500 Tris but I wanted to be able to animate her face and I ended up putting too much detail in her face and hands then I actually need. I'm going to enter the Mutant League challenge and the limit is 2500 tris which I believe I can do this time Should be fun
I love the design, she reminds me of Jo Dark from the original N64 Perfect Dark (that's good thing)
@Bonebrew22
Thanks for the feedback, ill look into it!
Regarding the nudity in my portfolio, it's possibly bad if i had it in a sexual context, now its not more provoking than a classical sculpture. It's hard to measure without a penis there aswell, looks wierd. It's nice to have undies though when you're tired of comments exclusively about the genetalia!
@Funky Bunnies
Awesome sculpt! Did you do alot of clay sculpting?
Something i have been working on for quite some time now
This looks very nice! The only thing which regrets me are the very straight roots coming out of your rocks. During the growing of the tree they would be curved to the bottom because of gravitiy.
thanks guys
since you mentioned it i really should redo these roots i'll have a look into that :poly121:
originally i planned to create a whole city (i have one house finished so far ) but my framerate is beginning to get quite low so i don't know how far i will go with this
currently i am using the udk but all the trees where a pain to unwrap for lightmaps so maybe i'll try the cryengine
This...is very nice. I'm getting some halo-esque vibes from the beginning (Good ones, i very much like halo's music) and i randomly thought of the goonies, not sure why *shrug*.
Finished the low poly version of my GoCart. Its sitting at 26,418 tri's right now. Its meant to be used by the player so i have no idea whether or not this polycount is too heavy or not.
26,418 for a low poly vehicle like this is very high, but it also depends on the engine. This is more like a high poly count to me, with additional details being done in ZBrush or something. I would think you'd want it around 5-6 k for a game, especially if it were multiplayer.
hi, apologies this is a double post, but i got no crits from my thread and i'm desperate to get some advice on this, and was hoping it may get more attention here.
i am stuck on the shoulder, i tried a few different approaches but i kept coming back to this one (my original attempt) , will it be OK for animation? or will there be problems with this design?
i am at a loss as to achieve a good shoulder shape otherwise as my other attempts looked terrible..
the aim of this model is animatable low-poly game character.
any pro's out there who can advise i would be so so grateful.
this is mesh smoothed (just incase i import into zbrush later wanted to see what i may expect):
why is nobody commenting on this?
Anyways, it looks great, but the standard pose is really reflecting badly on the character. I would suggest going ahead and posing him and making it look more dynamic. That's what you'll HAVE to do for a really simple character like this. Do keep working on it!
vavavoom: I think B might be your best bet here. Less loops tends to give more manageable clipping.
I find that, generally, the higher poly your model, the more you should tend towards "muscle loops" - i.e. have the loop run up from the pectoral and around the deltoid, with the loops following the flow of the visible muscles.
With lower poly models, you'll likely get a better result from "bendy straw loops", which is just a series of loops running down the arm from the arm socket, like the neck of a bendy straw :P
Yours is somewhere in the middle, so I think B's the way to go, although another loop between the bicep/deltoid might give you a better silhouette on the outside and smoother deformation on the inside when the arm is raised. Should be safe from clipping issues there.
Replies
Making stuff from Skyward sword
Texture needs to be obliterated
BRAIN IN A JAR!!
A full breakdown with tilables at my website here: http://www.worthdayley.com/04-textures.html
Edit: Sorry for the stupid watermark, I just pulled the image I used for my portfolio. :poly122:
vvv Thanks!
http://www.youtube.com/embed/Ed74vMkxgmY
...and I guess the embed link didn't work.
darbeenbo- Thanks, it's actually a part of a much bigger project that Im tackling one little bit at a time.
Lol, Your's really wasn't bad for a beginner. Kind of ambitious.
Now, MY first models/projects... Vomit inducing.
[ame="http://www.youtube.com/watch?v=Ed74vMkxgmY"]"Intraventricular Brain Injection" - YouTube[/ame]
Needs to be taller, thinner borders, and thicker more exaggerated straps and bar...granted you are going for a realism point it looks like, but still could use thicker straps and hold bar
You're amazing, and so is your portfolio....I'm so jelly and wish I could texture like this and make such efficient textures, ugggggh
http://www.polycount.com/forum/showthread.php?p=1477840#post1477840
Thanks! You should've seen my "painting" a year or two ago, and while I've improved a ton, I'm nowhere near where I would like to be. It comes with time, work, and practice, so keep going. At the end of the day, though, that feeling of "ah jeez, I wish I could do x, y, and z better!" never really goes away, no matter how adept you get, so use it as fuel in the fire to create!
Edit: I just checked your post history, you're the guy making that kickass Link-looking character, you're just pulling my leg. That stuff looks great!
[ame="http://www.youtube.com/watch?v=agIZ5LZDPW8"]Wanderlust: Rebirth Trailer 2 - YouTube[/ame]
Thanks for the tips
i was kinda going for a watercoloring effect but i forgot the normal map removes that
I modeled it exactly how its shown in game. as i was making it i wondered why the shop owners who sell Link this crap sends him to battle knowing there products are trash
Shield looks like it'll fall apart, strap will break any minute. handle is wood and not metal/iron. and it barely blocks anything i got my 100 rupees worth ey.
thannks Raven been workin on em for awhile so its about time its lookin right. love this guys grill. the asymmetry really allows for alot of character. love the chiseled sculpt look.
[ame="http://www.youtube.com/watch?v=0PLs7QuwzRc"]Celestia Origins extended battle theme - YouTube[/ame]
@Mutatedjellyfish: So awesome!
Great song man. You definatly captured the Skyrim style very well
@SirCalalot: Thanks a lot
Thanks a lot !!
@Bonebrew22
Thanks for the feedback, ill look into it!
Regarding the nudity in my portfolio, it's possibly bad if i had it in a sexual context, now its not more provoking than a classical sculpture. It's hard to measure without a penis there aswell, looks wierd. It's nice to have undies though when you're tired of comments exclusively about the genetalia!
@Funky Bunnies
Awesome sculpt! Did you do alot of clay sculpting?
@Razgriz
Nice modeling!
@Nick Carver
Great style in those drawings man, haha !
shameless Wip post...
building up a watchtower, traning the isometric style
(feel free to join the discussion: http://www.polycount.com/forum/showthread.php?p=1477332#post1477332 )
This guy makes me think of Riff Raff from Rocky Horror, I love it!
Yes, She does need a bit more red in the nose/ear area Thanks! guys!
This my friend is awesome. But how much detail did you put into it? or is it just to be watched from afar?
This looks very nice! The only thing which regrets me are the very straight roots coming out of your rocks. During the growing of the tree they would be curved to the bottom because of gravitiy.
Are you using UDK? or CrySDK?
since you mentioned it i really should redo these roots i'll have a look into that :poly121:
originally i planned to create a whole city (i have one house finished so far ) but my framerate is beginning to get quite low so i don't know how far i will go with this
currently i am using the udk but all the trees where a pain to unwrap for lightmaps so maybe i'll try the cryengine
This...is very nice. I'm getting some halo-esque vibes from the beginning (Good ones, i very much like halo's music) and i randomly thought of the goonies, not sure why *shrug*.
i am stuck on the shoulder, i tried a few different approaches but i kept coming back to this one (my original attempt) , will it be OK for animation? or will there be problems with this design?
i am at a loss as to achieve a good shoulder shape otherwise as my other attempts looked terrible..
the aim of this model is animatable low-poly game character.
any pro's out there who can advise i would be so so grateful.
this is mesh smoothed (just incase i import into zbrush later wanted to see what i may expect):
http://www.polycount.com/forum/showthread.php?t=46031&highlight=shoulders
WIP
My first post in this forum. This is what i'm working on right now any and all crits appreciated.
why is nobody commenting on this?
Anyways, it looks great, but the standard pose is really reflecting badly on the character. I would suggest going ahead and posing him and making it look more dynamic. That's what you'll HAVE to do for a really simple character like this. Do keep working on it!
Marshal Banana thanks so much! very useful.
i would really like to know all your opinions an advice to help me choose which one to keep, A or B?
Thanks
I find that, generally, the higher poly your model, the more you should tend towards "muscle loops" - i.e. have the loop run up from the pectoral and around the deltoid, with the loops following the flow of the visible muscles.
With lower poly models, you'll likely get a better result from "bendy straw loops", which is just a series of loops running down the arm from the arm socket, like the neck of a bendy straw :P
Yours is somewhere in the middle, so I think B's the way to go, although another loop between the bicep/deltoid might give you a better silhouette on the outside and smoother deformation on the inside when the arm is raised. Should be safe from clipping issues there.