Question for you if you have the time. Polycount for this guys should it be lower or you think am on the mark? Also join deformation loops any tips would be great :P
before somebody pastes the .gif file showing 3 different cuts for deformation, I'd say you'll be well fine with just making the two loops you have at the elbow, go all the way around the arm.
I don't really see a problem in polycount or edgeloops made for animation or yadda yadda..
but there could be problems with the way he wants to move, with those short stubby legs.
thats more of an overall character design flaw than modeling. and hopefully it'll turn out well when you start testing the rig in an early stage.
Whether or not the triangle count is too high depends on what type of game your developing it for and what system you're developing for or range of PC users you're targeting.
Whether or not the triangle count is too high depends on what type of game your developing it for and what system you're developing for or range of PC users you're targeting.
Also what's with the giant ball.
Also depends on the importance of the character and how many will be on the screen? 500 tiny enemies or 1 giant hero-esk character? Will he always be facing the camera/player or will we see the back more often like a 3rd person view? or like Zip pointed out, RTS or FPS? 3px tall on the screen or 500?
As for the ball, I think that's just showing a close up shot of the thing on its head. Personally I think its inefficient and could be handled better with a quad sphere, easier to unwrap too.
I agree with Rick about the joints you should rig them up and see how they deform, it will be horrific at best.
And typically weight it like this:
Also be mindful of where you place the joint, too far back and it clips pretty badly and doesn't really deform the outer part properly, too far in and stretches the outer part quite a bit more. Normally, right in the center works best.
You can optimize the backside to suit your needs but you really don't want a edge running through the collapsing part of the knee, elbow or fingers, it just makes a mess and is unnecessary.
Awesome feedback. Was a nice surprise when I read that this morning. So thanks very much everyone
cryrid Correct, its a helmet I should have said.
Zipfinator I should have mentioned that this guy is for my folio and although I have no platform in mind I planned on him being the main
character on a casual platform game for PC/360 Arcade. If I did stick him in game I was planning on up rezing the assests for this unity tutorial.
Mark Thanks for the tip about a quad sphere it never occurred to me but now you mention it I makes sense. Also huge thanks for the joints example its the best one I have seen and will be a HUGE help!
thatanimator Thanks buddy. Yeah I know what you mean I not my concept and I imagine that he will waddle if he walks but he will mainly use his jet pack to get around cause hes lazy :poly121:
Rick Stirling Doh! Silly me will be back later on with an update and rig test.
Thanks again everyone :thumbup:
Polycount help is all I got living out in the sticks!!!!
I checked out the quad sphere and am not sure if its the way to go? The lowest Tri count looks too blocky IMO and the next Sub-D up is too high. Maybe you wont notice its being block as it will be see through?
Replies
before somebody pastes the .gif file showing 3 different cuts for deformation, I'd say you'll be well fine with just making the two loops you have at the elbow, go all the way around the arm.
I don't really see a problem in polycount or edgeloops made for animation or yadda yadda..
but there could be problems with the way he wants to move, with those short stubby legs.
thats more of an overall character design flaw than modeling. and hopefully it'll turn out well when you start testing the rig in an early stage.
meh, it's all good!
You want NO middle edge on the inside of the elbows and backs of the knees - instead you want a big polygon that collapses.
Also what's with the giant ball.
As for the ball, I think that's just showing a close up shot of the thing on its head. Personally I think its inefficient and could be handled better with a quad sphere, easier to unwrap too.
I agree with Rick about the joints you should rig them up and see how they deform, it will be horrific at best.
I use a joint like this, which is a modified version of Ancient Pig's basic deformation tutorial, its pretty standard in the industry...
And typically weight it like this:
Also be mindful of where you place the joint, too far back and it clips pretty badly and doesn't really deform the outer part properly, too far in and stretches the outer part quite a bit more. Normally, right in the center works best.
You can optimize the backside to suit your needs but you really don't want a edge running through the collapsing part of the knee, elbow or fingers, it just makes a mess and is unnecessary.
cryrid Correct, its a helmet I should have said.
Zipfinator I should have mentioned that this guy is for my folio and although I have no platform in mind I planned on him being the main
character on a casual platform game for PC/360 Arcade. If I did stick him in game I was planning on up rezing the assests for this unity tutorial.
http://unity3d.com/support/resources/tutorials/3d-platform-game
Mark Thanks for the tip about a quad sphere it never occurred to me but now you mention it I makes sense. Also huge thanks for the joints example its the best one I have seen and will be a HUGE help!
thatanimator Thanks buddy. Yeah I know what you mean I not my concept and I imagine that he will waddle if he walks but he will mainly use his jet pack to get around cause hes lazy :poly121:
Rick Stirling Doh! Silly me will be back later on with an update and rig test.
Thanks again everyone :thumbup:
Polycount help is all I got living out in the sticks!!!!
I checked out the quad sphere and am not sure if its the way to go? The lowest Tri count looks too blocky IMO and the next Sub-D up is too high. Maybe you wont notice its being block as it will be see through?
What you guys think I should go for
Thanks again.
sounds awesome, ship it! :poly108::thumbup:
would love to see him being able to open his mouth up!
looks like you might have something prepared eh eh?:poly124: