Polaris Posted April 24, 2006 Report Posted April 24, 2006 omai that orc is just like in Lotr, good work. Its a goblin Quote
Meotwister Posted April 24, 2006 Report Posted April 24, 2006 sweet jesus that cannon's awesome nice job! Quote
Zyn Posted April 25, 2006 Report Posted April 25, 2006 Somehow reminds me of the horrifying graphics of EQ2 :E Quote
nico Posted April 25, 2006 Report Posted April 25, 2006 for the goblin comments: i agree that they looks like goblins should look, but in lotr they are called orcs, and then you have the uruk-hai or whatever they are called who are a tad more badass. Ferret: i meshsmooth because im no fan of squarish outlines (thats what they are called? sortof like the silhouette around the figure.) I take the meshsmooth into consideration when i model, so i tend to blow up the proportions of for example the cheekbones a bit, cause when i meshsmooth they tend to get smaller. Dunno if that helped explain. Allthough for game modelleling its very important to know how to spare the polys and still make the silhouette look good (and fix the smoothness with smoothing groups instead), its not relevant on this model as its only for a walkcycle, and i can therefore knock myself out a bit with the meshsmooth. I will try to fix the skin colour a bit, but i dont want it to go too green as its a bit too clichè (sp), but perhaps a little tint of blue. I prefer to have it rather pale, as they are supposed to live in darkness/inside caves and the likes, and would obviously not look all that tan. Anyways, thanks for crits, keep them coming! Edit: here is the low poly non smoothed wire, imageshack seems a bit slow today. http://img100.imageshack.us/my.php?image=orclowwire5jc.jpg Quote
Skjalg Posted April 30, 2006 Report Posted April 30, 2006 Do you guys think this polycount is too high for a basic prop? I probably should do a LOD model too... Quote
PhilipK Posted April 30, 2006 Report Posted April 30, 2006 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 Quote
st0lve Posted April 30, 2006 Report Posted April 30, 2006 You should have made the skin so that it is 1 "planke" per side. Quote
Skjalg Posted April 30, 2006 Report Posted April 30, 2006 Thanks phill, I'll fix the smoothing groups straight away 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 Quote
Acumen Posted April 30, 2006 Report Posted April 30, 2006 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 Quote
Skjalg Posted April 30, 2006 Report Posted April 30, 2006 yeah you are all correct :] thanks for the quick replies.. I've updated the picture now.. is it better? Quote
KungFuSquirrel Posted April 30, 2006 Report Posted April 30, 2006 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. Quote
Skjalg Posted May 1, 2006 Report Posted May 1, 2006 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: 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! Quote
ReNo Posted May 1, 2006 Report Posted May 1, 2006 512x512? For a little bucket? I guess it depends on the size of the bucket, but that sounds a bit big to me. Quote
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