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Old 08-10-2008, 07:14 PM   #1 (permalink)
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Graffiti Artist

For which Engine - None
Current Polycount - 1600


Where are you looking to receive criticism - Anywhere
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This is another character idea that I have. I'm working on a graffiti artist. The last model I did has of a high poly count so for this one I was trying to make it a lot lower. I need criticism everywhere. The only further plan I have so far is to model a book bag that would hold the air compressor for the airbrush.
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File Type: jpg render02.jpg (17.2 KB, 17 views)
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File Type: jpg render04.jpg (16.9 KB, 14 views)
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Old 08-10-2008, 07:45 PM   #2 (permalink)
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I would have just one suggestion about the mask, most commercial painting mask have a bulge where the mouth would be in order to compensate for the air filter. I don't know if this helps

Looks good though.
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Old 08-10-2008, 07:52 PM   #3 (permalink)
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Wow I didn't think about that ok thanks.
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Old 08-10-2008, 07:55 PM   #4 (permalink)
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I have few suggestions, refine the knees and elbows to the form of the supplied ref image



(image supplied by ben mathis)

they will perform better when animating and also reduce polygons.

Also the cheeks, the back of the head and the hat have alot of polygons that can be welded together while still keeping the shape needed.
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Old 08-10-2008, 08:00 PM   #5 (permalink)
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That will in essence form tris is this ok.
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Old 08-10-2008, 08:08 PM   #6 (permalink)
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Perfectly fine, yes.
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Old 08-10-2008, 08:12 PM   #7 (permalink)
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dont worry about tri's, tri's are your friend. lol.

Everything gets converted into tri's anyway once it is imported into a game engine.

There is this mad idea going around that tri's will mess up your mesh or something. Some of the most ergonomic meshes for game engines are completely construct from tri's. The safest approach to take is to use quads for form and then use tri's where necessary. You can't go wrong. If an artist is unsure about using tri's then i would say to them just create one mesh with mainly quads including smoothing groups and then try to create the exact same mesh with tri's with smoothing groups. They turn out the exact same but the mainly tri mesh is less tri's then the quad one and also easier all round on the game engine used due to lack of conversion to tri's.

hope this helps
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Old 08-10-2008, 08:26 PM   #8 (permalink)
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Good to know. Would you advice doing the same to the finger joints as you would do to the elbows and knees?
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Old 08-10-2008, 08:41 PM   #9 (permalink)
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to the finger joints yes definetly.

I also notice that the finger are slightly box/rectangle shaped, there would be no harm in just doing a slight chamber on the finger tip verts.
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Old 08-10-2008, 08:44 PM   #10 (permalink)
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just to get the correct shape as you rotate around the hand shape.

if you wanted you could join the three last fingers(middle,ring one and small one) to save on polys/tri's.

You wont be using every finger when you are spraying paint mainly just the index for pressing the can sprayer thing and the thumb and the other three fingers for holding it.
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