Starting working on this head. It's the first female head i do, so critc hard Haven't almost work on the texture, just choosing some colors for now: And a wire frame. The polycount got a bit higher than i expected, but this is mainly a texturing and anatomy exercise.
some of you have probably seen the progress on cgchat, for those of you that didn't: umbubu not yet done obviously, parrot is getting a rework (mop made it obvious to me I'm not getting away with it's low polycount ) gloves are getting replace in favor of thick leather wristbands with goldstuf.
I think it's finished now. At least I don't really want to put more time on it... The polycount ended up at 678 triangles and it uses one 1024x512 texture and one small 32x32 texture. http://home.vxu.se/jenni00/temp/kiosk_2w.jpg http://home.vxu.se/jenni00/temp/kiosk_3w.jpg
they upped the polycount quite a bit (its now 3000-3250 up from 2000-2250) after re-evaluating their engine. about the non-realism, that was mentioned in the reply i got from them. i tried to make it realistic, but just goes to show i need to practice more
thx yep, the orc is still very highpoly. I don't wanna animate him, so i don't care about the polycount :P But when i would use a real lowpolymesh the details would also look that good. only the silouette would look a bit more boxy
Mad: Your lead artist is wrong, sorry but he is. The mentality that drives the philosophy you described him as having ends up drawing more attention to the 1 and ignoring the whole. Polycount is not the issue anymore, texture resolution / shader complexity is the issue on 360/PS3/PC. On the surface, of course, optimizing…
Yes, you'll get better results if you avoid 90 degree angles but your polycount will go through the roof so it's not always an option for realtime assets. You can still maintain highlights on hard edges, just requires a little more tinkering; moving the cage, adding extra padding and such.
[ QUOTE ] MoP: is that the concept that Ocelot did a while back? It was called Shrig-Ag or somesuch. Only reason I ask is that I found that image laying in my polycount cottage or on my drive just recently. [/ QUOTE ] A) the shrig ag is mine B) this is more of a protos-esque thing, i think.
[ QUOTE ] I've started to work on a new UT2004 map. Here is a Tori that I'm working on. I've put maybe 1h work into this model, it's not meant to have a high polycount, because there are going to be a few of these in the map. Comments please... Thank you. Etienne [/ QUOTE ] looking a little thin, would snap in the wind.
Ok here it is some updated version. Didn't got it too much highpoly as it is alot boring :\ a better aproach would take to completly redo it... also a wireframe this time. Polycount: 1908 ; 1024*1024 normal map This time using the highest subdivision from Zb, and done with Xnormal... great tool. Thx man