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#1 (permalink) |
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Game-Artist.net Staff
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Scrab
For which Engine - None particularly, might chuck it into unreal when I'm finished
Current Polycount - 1.269 million Max Polycount - For the low poly, perhaps around 5,000 to 10,000-ish, not too sure. Texture Size - Probably either 2048 x 2048 Description of background information on piece - It's a Scrab from the Oddworld games. Where are you looking to receive criticism - Generally everything. I'm sure I've got things to improve on all aspects of my model. _________________________________________________ Thought I'd give this guy his own thread. ![]() Made some more progress with it today, and I'm really pleased with how it's looking. I don't think I need to do too much more with the sculpt, just need to detail his shins up a bit, and that'll probably do. Or.... Do you reckon I need to add another subdivision and do high res stuff like surface detail on the skin, etc, or is it really necessary? The sculpts not 100% accurate, firstly due to lack of reference (even my art of oddworld book has very few pictures) and also because I like making it up as I go along ![]() Any tips or pointers on anything I should do to the sculpt would be much appreciated. Got accepted into the topogun beta today, just waiting on my key for it, so I'll be giving that a go for doing the low poly version. It seems like a really useful program, and a good way of working. |
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#6 (permalink) |
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Game-Artist.net Staff
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Your edgeloops are looking really nice, fella. I'd hazard that it's a bit too dense though.
If you've gotten your edgeloops down, could you just try deleting a few loops? Sometimes it works, sometimes it doesn't :P Don't forget - the low poly only really needs to be concerned with the silhouette and the bigger shapes. Smaller shapes can usually get defined by the normals + a nice AO bake. |
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#7 (permalink) |
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Game-Artist.net Staff
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It looks really wierd that it has pectorals (3 sets!), clavicles and shoulder blades yet has no arms. If it has no arms, it has no need for those muscles or bones...
Your low poly mesh is looking decent, though. Maybe a bit too high poly, I think you'd end up looking at about 20k if you keep at it like you've started. Like Glynn mentioned, you only really need to define the big masses and the prominent silhouette shapes, everything else will get defined by the normal map and AO. So you can get away with pulling the loops that define the least amount of shape to free up some polys. |
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#9 (permalink) | ||
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Game-Artist.net Staff
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Quote:
![]() Dunno really, I quite like the way they look, despite not being realistic. He's a muscely badass. Quote:
I tried baking out the normals to see how it's looking thus far, and I was pretty chuffed with how they turned out ![]() |
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#10 (permalink) |
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Game-Artist.net Staff
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nice topology in this guy
One thing i noticed is that the scrab in the reference is much more agressive looking than your sculpt, I think its the head position. The reference head seems a lot more angular, like its lower and sticking forward a lot more really cool so far though, those normals came out sweet
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www.benjaminclark.net |
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