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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • I3yG-MaK
    • April 27, 2006 at 8:40 PM
    • #681

    [Blocked Image: http://img180.imageshack.us/img180/3327/finalrender0034jb.jpg]

    [Blocked Image: http://img165.imageshack.us/img165/694/finalrender003wires2pp.jpg]

    [Blocked Image: http://img179.imageshack.us/img179/8082/finalrender003polycount5ef.jpg]

    [Blocked Image: http://img86.imageshack.us/img86/7481/supafly7tv.gif] Oh yeah baby almost finished

  • Skjalg
    • April 30, 2006 at 1:55 PM
    • #682

    Do you guys think this polycount is too high for a basic prop? I probably should do a LOD model too...

    [Blocked Image: http://skjalg.mapmonger.com/stuff/bucket_render.jpg]

  • PhilipK
    • April 30, 2006 at 2:08 PM
    • #683

    not bad skjalg. actually really nice

    but yeah seems a little highpoly for a bucket.

    you could however continue that model and do a highpoly for normalmapping of it. then you would be able to actually model out those planks as well.

    otherwise it might be an idea to at least skip the chamfer on the holes on the sides. Also I don't understand your smoothing groups totally. It looks very soft at the edges. Perhaps you wanted to achieve that effect? Otherwise I think it would look good if you would put the top and chamfered edges in separate smoothing groups and the sides in separate.

    In either case it would need some lods

  • st0lve
    • April 30, 2006 at 2:20 PM
    • #684

    You should have made the skin so that it is 1 "planke" per side.

  • Skjalg
    • April 30, 2006 at 2:32 PM
    • #685

    Thanks phill, I'll fix the smoothing groups straight away

    Quote from st0lve

    You should have made the skin so that it is 1 "planke" per side.

    lol yeah, that does seem like the smarter way to go

  • Acumen
    • April 30, 2006 at 3:01 PM
    • #686

    considering the blurry textur for the bucket i think the polycount is wayyy to high. all these little chamfers add a ton of polygons you won't ever notice on such a tiny object ingame. I'd say get rid of these extra polygons and just smooth the model properly ^^

    i would rather invest the polygons in the roundness of the bucket itself. cause in general the larger the "object" the more edges you might invest to get the round look for them. i think its much more visible to the player that the bucket itself is quite edgy but the many many polygons for the chamfer of the small "handles" won't be noticed or even honored

  • Skjalg
    • April 30, 2006 at 6:34 PM
    • #687

    yeah you are all correct :] thanks for the quick replies.. I've updated the picture now.. is it better?

  • KungFuSquirrel
    • April 30, 2006 at 7:20 PM
    • #688

    echoing previous sentiment, using the current version of the picture I see...

    Quick eyeball says you could lose 64 by getting rid of the bevel on the top of the bucket (not a place you'd really expect anything rounded; they'd just be cut off at that point), plus a few extra by adjusting the triangle divisions around those holes. The tops and sides each have a split that goes out to the middle of that side's edge... If you look at the bottom, you can see where it uses 3 triangles instead of 4 and avoids splitting the outer edge.

    Rough guess is another 24 you could trim off there; that'd put you down just under 250 tris. Could also drop from 8 divisions between the two handle/hole bits to 6 without looking too blocky. Because it's already 'built' with flat objects (the bits of wood) I think you can really get away without having as much roundness.

    If nothing else, those reductions could also give you some room to vary up the silhouette a bit - some planks are longer than others, a gap in between, etc. Which would add back a few tris here and there but make it look even more detailed than it is now.

  • Skjalg
    • May 1, 2006 at 5:32 AM
    • #689

    Dont know why I wanted those edges so "worn" or neat... I shouldve just not wasted time on it Oh and, great tips on those handles... stupid of me not to see that..

    Im down to 244 triangles now :]

    edit:

    [Blocked Image: http://skjalg.mapmonger.com/stuff/lowpoly_bucket_render.jpg]

    third iteration of this bucket now... I dont think I'll work more on it! No matter what you guys pull out of your pockets for me next

    oh btw, thats a 512x512 skin.. that better not be too high!

  • ReNo
    • May 1, 2006 at 7:50 AM
    • #690

    512x512? For a little bucket? I guess it depends on the size of the bucket, but that sounds a bit big to me.

  • Skjalg
    • May 1, 2006 at 9:01 AM
    • #691

    lol fine, ill bring it down to 256x256

  • Acumen
    • May 1, 2006 at 2:21 PM
    • #692

    i think its really cool that you tried and followed almost all the crits to improve the model. pretty hard to find people like that ^^

    most of the time they say things like "yeh im gonna do that on the next model" just to make the same mistakes again.

    i bet you learned quite some things on poly-distribution on that one.

    yeh, just wanted to say that, really nice job

  • Skjalg
    • May 1, 2006 at 7:37 PM
    • #693
    Quote from Acumen

    i think its really cool that you tried and followed almost all the crits to improve the model. pretty hard to find people like that ^^most of the time they say things like "yeh im gonna do that on the next model" just to make the same mistakes again.

    i bet you learned quite some things on poly-distribution on that one.

    yeh, just wanted to say that, really nice job

    Thanks man, and you're completely right... Even though im a bit tired of that silly ol' bucket right now, I did learn quite a few things... plus I'm starting to get the hang of the whole low poly procedure modeling business :]

    And after doing 4 different UV's on that bucket alone I think I've learned a few tricks there too

    edit: Todays model.. (Another cylinderquickie) Do you guys think 18 sides is too much for a pillar?

    [Blocked Image: http://skjalg.mapmonger.com/stuff/column_papyrus_render.jpg]

  • JAL
    • May 1, 2006 at 8:47 PM
    • #694

    My very first character model is coming along nicely so far.

    It's a selfportrait

    It's around 1200 poly at the moment. I'm 100% sure there are better ways of modelling a human but it's my first try so I used all the sculpting skills I've acquired so far.

    As for the use of the model, I'm most likely not going to use it on any game engine etc. I'll finish the model, make an uvmap for it, texture it.

    I'll then use the model for learning how to rig models and make animations.

    And yes I do not have hair and the shoes are way big

    [Blocked Image: http://www.laakkonen.net/modelling/jal_selfportrait.jpg]

  • st0lve
    • May 1, 2006 at 8:50 PM
    • #695

    Your feet are HUGE.

  • KungFuSquirrel
    • May 1, 2006 at 9:27 PM
    • #696
    Quote from Skjalg

    Do you guys think 18 sides is too much for a pillar?

    That entirely depends. How big would a player be compared to this?

  • mike-0
    • May 2, 2006 at 12:16 AM
    • #697

    are you hurg

  • Defrag
    • May 2, 2006 at 2:56 AM
    • #698
    Quote

    Do you guys think 18 sides is too much for a pillar?

    It's all about context, really. Where is the model being used? How big is it? How many of them will be visible at once? Is it a centrepiece of a room or the map? Is it a high or low traffic area? etc. etc.

    If it's just an average (as in general/generic) prop, I tend to eyeball it while creating the cylinder and remove sides until I start to really notice it.

  • Skjalg
    • May 2, 2006 at 8:14 AM
    • #699

    Move the legs closer to eachother, and shorten the arms a little.. you might wanna tone down on the size of those shoes/pants too, but i think it looks kinda cool :]

  • CyanideCotdPnuts
    • May 7, 2006 at 7:55 PM
    • #700

    [Blocked Image: http://img.photobucket.com/albums/v224/cyanidecotdpnuts/girlwip.jpg]

    Just a little some-some I've been working on and off for the last few weeks on in my time between school, work, friends, and TW: S

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