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Posted

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

Posted

not bad skjalg. actually really nice :D

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 :)

Posted

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 :)

Posted

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.

Posted

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

Im down to 244 triangles now :]

edit:

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 :P

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

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