i have got a lot of detail work to do on her costume... and lots more to paint ^^ but i am having lots of fun and wanted to share my progress with you
Category Artwork (Digital) / All
Species Housecat
Size 640 x 480px
File Size 193.3 kB
I thought to myself when I saw this "Thats a Niiiice fucking model for a 2k Poly-Count". Though, Now that I looked back at your mesh looks like it's all quads so I might note that your poly-count is more around 4k in actuality. It's hard to say exactly since it look's like you've trimmed off alot of excess poly's since the Picture showing her mess. But it's worth while to note 1 Quad = 2 Triangles, and a Triangle = a true polygon. There's a command in Maya to convert all your quad's to triangles if you want to know your exact count, Some game's dont require the convertion to run properly in game, But your Polycount is still determened by if the mesh was composed completely of triangles with no quads. So Use the command to convert quad's to Triangles , Look at the count to see what it is, and then Undo it back to quads. I can't remember the Exact name of the command, But I believe it's under Modeling>Polygons somwhere, Im sure you'll be able to find it. It's still a good first model for a 4k count.
Secondly I might add, And once again Working from the old last set of "work in progress" a month ago, because it displays your bit of your wire frame. Unless youv'e done so since then, You dont have enough Polys around the area's of the mech that are going to move. In particualar, I see not enough around the Elbows and neck, since that is all that was displayed. You need to Factor in that all the key points of the body need to have enough vertices to bend when you commit more of them to the bones and joints, or its gonna look pretty bad when she goes to move. This goes for any place that going to move, Ankles, Knees, Elbows, Hips, wrists, etc. THe more you commit, the more natural it's going to look, But the bare minimum is about 3 conjected lines at each joint.
Anyways, I hope this helps, Ignore anything you already knew. Keep up the good work, she looks nice.
Secondly I might add, And once again Working from the old last set of "work in progress" a month ago, because it displays your bit of your wire frame. Unless youv'e done so since then, You dont have enough Polys around the area's of the mech that are going to move. In particualar, I see not enough around the Elbows and neck, since that is all that was displayed. You need to Factor in that all the key points of the body need to have enough vertices to bend when you commit more of them to the bones and joints, or its gonna look pretty bad when she goes to move. This goes for any place that going to move, Ankles, Knees, Elbows, Hips, wrists, etc. THe more you commit, the more natural it's going to look, But the bare minimum is about 3 conjected lines at each joint.
Anyways, I hope this helps, Ignore anything you already knew. Keep up the good work, she looks nice.
Hi there, Gah
Thank you for your kind advice. I am very glad you like my model.
its good to meet some one with modeling experience. I have been working in 3Ds Max, and her polygon count including props is roughly 1,300. ^^ 700 under budget, but she is just the first test chances are i will have to further optimize her mesh to get the best performance on an iPhone. but i am still quite aways away from a practical test..
I like your art stile, and i think your work is very imaginative.
Though i did not see any 3D stuff in your gallery?
Thank you for your kind advice. I am very glad you like my model.
its good to meet some one with modeling experience. I have been working in 3Ds Max, and her polygon count including props is roughly 1,300. ^^ 700 under budget, but she is just the first test chances are i will have to further optimize her mesh to get the best performance on an iPhone. but i am still quite aways away from a practical test..
I like your art stile, and i think your work is very imaginative.
Though i did not see any 3D stuff in your gallery?
Thanks. I got a 1 year technical Degree in Digital Animation specializing in Modeling. The Coarse included 4 months in traditional Animation, 4 months In CG specializing in a Digital field, And then 4 months of to produce a Demo reel. It was about 6 years ago and I never put together another, better Demo reel to get a job for personal reasons I wont get into <.<;;. So ya, No industry experience, Just been boosting up by 2d and photoshop Skills over the past 6 years. I've done some CG stuff... But Honestly I'm trying to keep my chosen field I want to get into and my pron life separate ^^;;
But still Im familiar with low poly and smooth modeling, Unwrapping, Texturing, principles of Animation and even a bit of rigging, spiecial Efx is about the only thing I Havnt touched in terms of 3d stuff. Not Exactly the best Lighter either.
it Looks really good for 1,300 Polys. it looks so good I'm going to remind you again quads and polys aren't the same thing XD.
Just make sure when your optimizing the mesh you take into account you need enough lines in places that shes going to bend, or it's not going to look pretty when you try to animate her. Select all the Vertices below the Elbow of an arm, Set the rotation point to her Elbow and move it around like you would if she were bending her arm. You'll see what I mean.
But still Im familiar with low poly and smooth modeling, Unwrapping, Texturing, principles of Animation and even a bit of rigging, spiecial Efx is about the only thing I Havnt touched in terms of 3d stuff. Not Exactly the best Lighter either.
it Looks really good for 1,300 Polys. it looks so good I'm going to remind you again quads and polys aren't the same thing XD.
Just make sure when your optimizing the mesh you take into account you need enough lines in places that shes going to bend, or it's not going to look pretty when you try to animate her. Select all the Vertices below the Elbow of an arm, Set the rotation point to her Elbow and move it around like you would if she were bending her arm. You'll see what I mean.
yep i know the difference between quads and polygons ^^ her elbows and knees have a fan pattern of polygons so they will not collapse when they bend. i am a little worried about how well her shoulders will deform. but she is not likely to be animated in ways that will need a huge range of shoulder movement.
so what is your profession?
so what is your profession?
My Profession? Worthless Sod telling people shit they already know it Appears XD
Nice trimming <.< The one picture I was looking at. The one that shows the Mesh in it, your polycount states its 3k, And I automaticly doubled that because it looked like it was all quads. Im used to Maya, Does 3d studio max already factor that in in its Polys?
If you Got your bends's You should be good, then 1300 polys is awsome, thats like rune game count for Ragnar, which was just a beefed up UT engine. Id comment on the Hair maybe needing more for secondary animation purposes, But if her shoulders arent gonna move much im assuming having her hair swishing around probly isnt gonna be that important either.
Also, You could really easily give some depth to those sphere earrings by just crossing another plane against it 90 degrees with the same texture. I'd only cost ya about 4 polys and it would give the illusion of a sphere better. If you havn't done it already.
Nice trimming <.< The one picture I was looking at. The one that shows the Mesh in it, your polycount states its 3k, And I automaticly doubled that because it looked like it was all quads. Im used to Maya, Does 3d studio max already factor that in in its Polys?
If you Got your bends's You should be good, then 1300 polys is awsome, thats like rune game count for Ragnar, which was just a beefed up UT engine. Id comment on the Hair maybe needing more for secondary animation purposes, But if her shoulders arent gonna move much im assuming having her hair swishing around probly isnt gonna be that important either.
Also, You could really easily give some depth to those sphere earrings by just crossing another plane against it 90 degrees with the same texture. I'd only cost ya about 4 polys and it would give the illusion of a sphere better. If you havn't done it already.
Ahhh I see, Maya has something like that built in, But it only displays the count for what you've got showing.
As for what I would model, Somthing Worthy of Demo Reel and non-pron related I'd wager XD Well perhaps that's not exactly true, I have some some Game level designs that my protectionist attitude have forbid me from releasing. As Well as done some Concepts for Game character designs I could attempt to do; and I have considered more than once to try to smooth Model Mally in her fallen Grigori form to give it a try. So If I ever do get back into Modeling, I probably will do one of the character things Ive mentioned, if only to get myself warmed up for the more serious 'get a job' pieces I have planned out.
As for what I would model, Somthing Worthy of Demo Reel and non-pron related I'd wager XD Well perhaps that's not exactly true, I have some some Game level designs that my protectionist attitude have forbid me from releasing. As Well as done some Concepts for Game character designs I could attempt to do; and I have considered more than once to try to smooth Model Mally in her fallen Grigori form to give it a try. So If I ever do get back into Modeling, I probably will do one of the character things Ive mentioned, if only to get myself warmed up for the more serious 'get a job' pieces I have planned out.
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