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Old 07-15-2007, 05:20 AM   #1 (permalink)
Teenage Artist
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Soldier

For which Engine - StarWars - Empire At War
Current Polycount - 1150
Max Polycount - 1500
Texture Size - N/A
Description of background information on piece - A futuristic soldier, similar to the ones from Halo 1 and Animatrix.
Where are you looking to receive criticism - Where i can easily lower the poly count without changing the model too much and what else would look good on him (apart from a helemet.
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Old 07-15-2007, 05:59 AM   #2 (permalink)
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It looks like you have a load of segments on the legs that aren't really doing anything. It looks like it's recurring on other parts of your model, too. It's not that you have too many cuts - it's more the fact that they're not really adding much in the way of shape. The legs look a bit short, and the hands look a bit on the small side, too. Maybe scale the head down a bit, might help the physique look a bit more natural

One other thing that's pretty important - When posting wireframes, always try to post a shaded model with a wireframe overlay. When you post a see-through wireframe, it's incredibly hard to see what's going on. It'll be a good idea to post a shaded model wire from a few angles, otherwise no one will be able to crit

Cheers,

G
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Last edited by glynnsmith; 07-15-2007 at 06:01 AM.
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Old 07-15-2007, 06:02 AM   #3 (permalink)
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Well... a face would look good on him I think the head has less tris then the feet. What you're going to see up close, his face or his feet? I think you know the answer to that one... so the first thing where you should start to lower the tricount is that area + the legs cause they have way too many rings on them. You only need 3 or 2 (that are connected at the back forming one) the rest should go. The palms have a very dense mesh too... you can probably leave the fingers out (if you don't need complex fingers animations... if you will just leave them together it's a waste) and also make the whole palm bigger... check some refs to see the proportions of the human body.
Another crit would be the pelvis area... it's... square. The torso too... although it might be the form of the suit here... you know better You can reduce the tricount here as well. Usually that kinda of armor doesn't bend easily and even if it does you don't need so rings there since you're not going to bend him in more then 2-3 places.
The best advice I can give you at this point though is look at 1500tris models made by people that know what they are doing and try to see how they are doing it... as in where do they add most tris, how many edges are at the joints... topology in general.
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Old 07-15-2007, 06:05 AM   #4 (permalink)
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what you have so far is a good start

The model so far seems to be to edgy, i would try rounding out the bullet proof vest(if thats what it is) to be curved more.

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Old 07-15-2007, 09:13 AM   #5 (permalink)
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Thanks for all the comments guys, this is my first player model (looks like i jumped in the deep side). Everything has been done from refrence so im not sure why somethings look a little small or big.

@glynnsmith
Sure thing,
http://www.myleslambert.co.uk/IMG/up...9FrontWire.jpg
http://www.myleslambert.co.uk/IMG/up...V9SideWire.jpg
http://www.myleslambert.co.uk/IMG/up...V9BackWire.jpg

Hmm yeah looking at the render the hands do look to small ill mess around with the sizes and edit this. Yup ill take away some of those segments, thanks!

@andrei313
Hmm yeah your completly right, ill rework all those bits, the hands though to me they look fine (size wise) i have looked at them compared to a real hand, I will lower there poly count though, thanks!

@snake85027
Thanks for the comment but im afraid its actually meant to be a light weight metal (I should have said that).

EDIT:
Still have a few things to take into consederation but it is now 762 Polys, and i cant tell much difference in quality -


http://www.myleslambert.co.uk/IMG/up...0FrontWire.jpg
http://www.myleslambert.co.uk/IMG/up...10SideWire.jpg
http://www.myleslambert.co.uk/IMG/up...10BackWire.jpg
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Last edited by myles; 07-15-2007 at 12:29 PM.
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Old 07-15-2007, 10:45 AM   #6 (permalink)
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It's a little hard to read to give the feedback.



rsart - home of Rick Stirling, games artist, designer, egotist and raconteur » Blog Archive » How to present your model in the best way possible for feedback
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Old 07-15-2007, 12:29 PM   #7 (permalink)
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Hmmm, sorry what do you mean, my spelling, my english?

EDIT:

OK, now ive managed to get the poly count down, i was wondering how i could add more detail to the model without making the poly count shoot up. Such as i was hoping to have maybe some knee pads or some sort of holder/ruksac for his weapons.
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Last edited by myles; 07-15-2007 at 01:25 PM.
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Old 07-15-2007, 12:35 PM   #8 (permalink)
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This is what I think he meant i.e. not spelling, but understanding your piece / character.

Creating WIP Renders.

http://www.game-artist.net/forums/tu...s-3ds-max.html

&

Quote:
Posting Work
  • Post in the correct forum and use the best-suited prefix
  • Do not try to make your thread stand out by using all capital letters (i.e. MY HIGH POLY CAR) or excess use of symbols (i.e. *** My High Poly Car ***)
  • To expect constructive criticism and advice you must give it. Although people are friendly enough to help, if it happens that you do not receive advice when you haven't been giving it out is to be expected.
  • To expect constructive critcism and advice you must be precise. Specify what your limits are (if any), for what engine / platform, what role this artwork plays and where you stand in regards to it's completion.
  • To expect constructive critcism and advice you must post pictures which clearly give readers a clear idea of how your work is constructed. This could be multiple renders, wireframes or various texture sheets. There is no need to post 10 plus pictures for a standard piece of work, but enough to give the audience the clues to the answers/criticism you're looking for.
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