Somebody was asking about the wire frame for Hoffman. Here is a breakdown.
You can see the triangle count but do know that what actually matters is the vertex count as seen by Unreal Editor here. Ideally for quite a few characters you do not cross 10k verts. Lots of the common enemies are anywhere from about 6k-8k verts.
Edit: Btw this model is good to go for cinematics with a lot of attention placed on the upper most parts of the model for cinematic shots. I bet this character could look pretty good at about 11k-12k traingles tbh. But this was my first COG here at Epic.
ahahahah the joys of hindsight. so much you'd do differently now, eh?
thanks so much for the breakdown, though. i'm working in UDK now and it's been such an invaluable resource to have the artists from epic posting here and talking about what they've learned/their production techniques. that's the stuff that separates the beauty model on a cg site that doesn't go anywhere and actual game art. thanks again.
All of those look so delicious. That's right, my mouth is watering despite some of the subject matter.
Hmm, small question, on average, how long would you say one of these would take to bring to life from start to finish? The very first one you posted looks so time-consuming.
Somebody was asking about the wire frame for Hoffman. Here is a breakdown.
You can see the triangle count but do know that what actually matters is the vertex count as seen by Unreal Editor here. Ideally for quite a few characters you do not cross 10k verts. Lots of the common enemies are anywhere from about 6k-8k verts.
Edit: Btw this model is good to go for cinematics with a lot of attention placed on the upper most parts of the model for cinematic shots. I bet this character could look pretty good at about 11k-12k traingles tbh. But this was my first COG here at Epic.
Edit no2: I hate looking at this.
The picture you posted shows the vert count on the mesh itself, what about when UV and Normal maps are applied?
The picture you posted shows the vert count on the mesh itself, what about when UV and Normal maps are applied?
I don't think i fully understand. The vert count in the image is "... in Unreal Editor" which is the grand total after UV edge splits are accounted for - UE3 Vert display always takes the UV splits into account (as opposed to Max display).
I don't know how the normal map changes the number of verts.??
Stuff looks amazing as usual!! So much amazing detail. Thanks for keeping a steady stream of awesome flowing into this thread. :P
I have to ask though, what drove the decision to cut the characters up into pieces? Is it easier to rig that way or was it a matter of reusing pieces like feet and arms?
Yea i wouldn't mind knowing how all the sitching and webbing was done either, my best guess would be converting edges to splines and duplicating the sitches along it and bringing into zbrush?
amazing work, whats your process
i was thinking zbrush for the high poly model,then you retopologize the hole thing,then import into your 3d program for bones,skin and animation.
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demonoid
EDIT: Sorry I quoted the wrong guy. I have a hard time with headers vs footers. I just assumed "quote" was a header.
You can see the triangle count but do know that what actually matters is the vertex count as seen by Unreal Editor here. Ideally for quite a few characters you do not cross 10k verts. Lots of the common enemies are anywhere from about 6k-8k verts.
Edit: Btw this model is good to go for cinematics with a lot of attention placed on the upper most parts of the model for cinematic shots. I bet this character could look pretty good at about 11k-12k traingles tbh. But this was my first COG here at Epic.
Edit no2: I hate looking at this.
ahahahah the joys of hindsight. so much you'd do differently now, eh?
thanks so much for the breakdown, though. i'm working in UDK now and it's been such an invaluable resource to have the artists from epic posting here and talking about what they've learned/their production techniques. that's the stuff that separates the beauty model on a cg site that doesn't go anywhere and actual game art. thanks again.
Hmm, small question, on average, how long would you say one of these would take to bring to life from start to finish? The very first one you posted looks so time-consuming.
Amazing work.
do you do everything in ZBrush?
The picture you posted shows the vert count on the mesh itself, what about when UV and Normal maps are applied?
I don't think i fully understand. The vert count in the image is "... in Unreal Editor" which is the grand total after UV edge splits are accounted for - UE3 Vert display always takes the UV splits into account (as opposed to Max display).
I don't know how the normal map changes the number of verts.??
I have to ask though, what drove the decision to cut the characters up into pieces? Is it easier to rig that way or was it a matter of reusing pieces like feet and arms?
i was thinking zbrush for the high poly model,then you retopologize the hole thing,then import into your 3d program for bones,skin and animation.