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Topic : "low polygon game character (crit)" |
Nick2k member
Member # Joined: 19 Jan 2001 Posts: 88 Location: scotland
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Posted: Sun Apr 15, 2001 6:03 pm |
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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)
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"I am the game that you just can't beat" ;�)
Nick |
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Dude member
Member # Joined: 27 Jan 2001 Posts: 144
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Posted: Sun Apr 15, 2001 6:12 pm |
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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).] |
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Matt Ryan member
Member # Joined: 26 Sep 2000 Posts: 194 Location: Fullerton CA USA
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Posted: Sun Apr 15, 2001 6:25 pm |
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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. |
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Dude member
Member # Joined: 27 Jan 2001 Posts: 144
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Posted: Sun Apr 15, 2001 6:29 pm |
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Whooah! you're right Matt, I didn't even realize that until you pointed that out but I agree with you. |
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ambient-whisper member
Member # Joined: 07 Jan 2001 Posts: 207 Location: through the door, take a left, down the stairs, and youll find me.
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Posted: Sun Apr 15, 2001 6:38 pm |
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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
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-M-K- |
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Nick2k member
Member # Joined: 19 Jan 2001 Posts: 88 Location: scotland
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Posted: Sun Apr 15, 2001 6:40 pm |
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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
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"I am the game that you just can't beat" ;�)
Nick |
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Nick2k member
Member # Joined: 19 Jan 2001 Posts: 88 Location: scotland
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Posted: Sun Apr 15, 2001 6:44 pm |
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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 ?
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"I am the game that you just can't beat" ;�)
Nick
[This message has been edited by Nick2k (edited April 15, 2001).] |
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