Sijun Forums Forum Index
Log in to check your private messages
My Profile Search Who's Online Member List FAQ Register Login Sijun Forums Forum Index

This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.
   Sijun Forums Forum Index >> Gallery/Finished Work
View previous topic :: View next topic  
Author   Topic : "low polygon game character (crit)"
Nick2k
member


Member #
Joined: 19 Jan 2001
Posts: 88
Location: scotland

PostPosted: Sun Apr 15, 2001 6:03 pm     Reply with quote
Okay this is a computer game character i have been working on, he is fully boned and textured with morph targets for blinking and mouth movements. Created in lightwave 6 and textured in photoshop. The textured version is of the final model with a reduction in polygon count about 790 triangles or 403 (3 and 4 sided) polygons. Colour map only, this means no bump, specular map, clip map etc.

The next image shows an early stage of the model.

crits are welcome especially about how to create a neater model (polygon count wise)

------------------
"I am the game that you just can't beat" ;�)
Nick
Back to top
View user's profile Send private message Visit poster's website
Dude
member


Member #
Joined: 27 Jan 2001
Posts: 144

PostPosted: Sun Apr 15, 2001 6:12 pm     Reply with quote
All I gotta say is BRING ON THE ANIMATION! Seriously I can't wait to see this thing in action, I have made some low poly models but not for video games so I can't help you in the optimization business but its looking good, the lighting and such on those renders is looking good also.

Just a question though, does the area where the front of the torso connects to the legs conform properly upon deformation?

[This message has been edited by Dude (edited April 15, 2001).]
Back to top
View user's profile Send private message
Matt Ryan
member


Member #
Joined: 26 Sep 2000
Posts: 194
Location: Fullerton CA USA

PostPosted: Sun Apr 15, 2001 6:25 pm     Reply with quote
pretty good. only thing that i would say, is to move his center of gravity back, he looks like he is going to tip over.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Dude
member


Member #
Joined: 27 Jan 2001
Posts: 144

PostPosted: Sun Apr 15, 2001 6:29 pm     Reply with quote
Whooah! you're right Matt, I didn't even realize that until you pointed that out but I agree with you.
Back to top
View user's profile Send private message
ambient-whisper
member


Member #
Joined: 07 Jan 2001
Posts: 207
Location: through the door, take a left, down the stairs, and youll find me.

PostPosted: Sun Apr 15, 2001 6:38 pm     Reply with quote
as a low poly character he looks cool ( kinda reminds me of a quake 1 enemy
the poly layout is ver well done and i bet hell work beautifully ingame..
but the textures arent all that exciting...they really make it look like you ripped off that quake 1 monster.
so..in short..do what matt said.
fix the texture..and..make sure you port him to quake 3

------------------
-M-K-
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Nick2k
member


Member #
Joined: 19 Jan 2001
Posts: 88
Location: scotland

PostPosted: Sun Apr 15, 2001 6:40 pm     Reply with quote
This is just for my personal training for the video game business, hopefully after college i can get a job in that field. He seems to conform fine around the upper leg lower torso area, but that could be because lightwave supports weight maps.
Anyway as soon as i sort out a few bugs in his inverse kinamatics setup i will try and post an animation of him, well that is if geocities stops deleting half my files for no reason. I can easily adjust his centre of gravity using his ik setup so fixing that should not be a problem.He is my first low polygon model that has no been created for subdivision treatment.
thanks for the replys much appreciated


------------------
"I am the game that you just can't beat" ;�)
Nick
Back to top
View user's profile Send private message Visit poster's website
Nick2k
member


Member #
Joined: 19 Jan 2001
Posts: 88
Location: scotland

PostPosted: Sun Apr 15, 2001 6:44 pm     Reply with quote
Oh i see what you mean about the texture, yeah i remember that quake 1 character, yep i better change that texture its too similar to that character. Thanks for pointing that out for me Don't know how to port him over to quake 3 though is there a plugin for lightwave or do i need to use 3d max ?

------------------
"I am the game that you just can't beat" ;�)
Nick

[This message has been edited by Nick2k (edited April 15, 2001).]
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Sijun Forums Forum Index -> Gallery/Finished Work All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum




Powered by phpBB © 2005 phpBB Group