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#1 (permalink) |
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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. _________________________________________________ Insert Render ![]() Insert Wireframe ![]() Insert Texture Sheets N/A
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> Portfolio > Support Constructive Criticism Error: The operation completed successfully. |
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#2 (permalink) |
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Game-Artist.net Staff
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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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#3 (permalink) |
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loves polygons
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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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#5 (permalink) |
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Teenage Artist
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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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> Portfolio > Support Constructive Criticism Error: The operation completed successfully. Last edited by myles; 07-15-2007 at 12:29 PM. |
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#6 (permalink) |
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Industry Artist
![]() 67
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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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#7 (permalink) |
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Teenage Artist
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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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> Portfolio > Support Constructive Criticism Error: The operation completed successfully. Last edited by myles; 07-15-2007 at 01:25 PM. |
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#8 (permalink) | |
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Game-Artist.Net Founder
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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:
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