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Published: 2010-05-06 11:59:36 +0000 UTC; Views: 2412; Favourites: 16; Downloads: 42
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Description
Been busy this last month with a school game project were doing. So, to get something more up and posted I have this render of one of the games characters I've made in Maya.Stats on the picture, and as always comments questions and constructive critique is always welcome.
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Comments: 20
Edgar [2010-05-07 09:26:25 +0000 UTC]
catch 10points!
very good lowpoly! (Y)
would u take me in your crew?
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Erafic In reply to Edgar [2010-05-07 22:20:17 +0000 UTC]
Thanks
Sadly as much as I would have wanted more 3d artists in our group our school doesnt allow outside help
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Edgar In reply to Erafic [2010-05-09 06:13:17 +0000 UTC]
anyway, great to see your works, keep it up (Y)
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assassin-sylk [2010-05-06 22:48:47 +0000 UTC]
He's pretty damned cute.
Great work keeping low poly, as well.
Also, your texture doesn't seem to have many obvious seams..
So overall I have to say: Excellent work
Sylk~
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Niko40 [2010-05-06 19:35:27 +0000 UTC]
That's real cute.
I can imagine where the animator put the extra loops.
I think you could have saved a few polys from the legs and from the tail but other than that, polycount is just fine. Well depends on the platform and how important the character is but I say it's time to move from this [link] to [link] anyways so...
You could use larger diffuse map even (2048x2048 is not so bad yet if this is in a main cast). Though not necessary, it would be nice to see some more details as you already unwrapped the UV:s so that both sides are separate.
Yeah. I'll just shut up now... I'm not really an expert on lowpoly models.
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Erafic In reply to Niko40 [2010-05-07 14:09:37 +0000 UTC]
Thanks, I totally agree with you, one should work lowpoly to save in on tris and the like, but letting it lead to polygonal anorexia is a tad too much. ^^
Since were working in UDK (which drives Gears of War with tens of thousands of tris in the lowpolys) saving is rather for convenience of the modeler and animator.
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Niko40 In reply to Erafic [2010-05-07 18:57:06 +0000 UTC]
Hmm... I'm not so familiar with Unreal engines but have you tested what is the maximum playable polycount with some processor. Moving mesh via bones can be quite expensive sometimes. I work with highpoly models and blender is able to move about 12000 vertices with 200 bones just nicely (uses only one core) but anything higher than that is going to require proxies. Just curious, if you have tested, how many of these you can animate in UDK simultaneously?
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Redecorator [2010-05-06 17:52:10 +0000 UTC]
I think you could have dropped the tris count to around 3k tris and textures to 512x512. Textures could be more optimized with the use of symmetry, since there is not much difference on sides. Sorry my bad english : p
Nevertheless good model, poly flow and textures.
ps.A question why on earth would alien play golf? I thought aliens are generally smart : )
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Erafic In reply to Redecorator [2010-05-07 13:49:38 +0000 UTC]
Thanks for the crit, and yes I could have saved a little data on him. The reason his texture isn't mirrored is because our designers loved to flip flop on whether he was to have different textures on each side. In the end I left it as this just incase.
As for why he's golfing I cant really tell, there's always a hidden agenda with the aliens ^^
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Erafic In reply to Pyritie [2010-05-07 13:43:11 +0000 UTC]
Hehe, seems I managed to hit the right feeling with the cuteness then. ^^
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thadeemon [2010-05-06 12:02:51 +0000 UTC]
Very cute! He's pretty highpoly, what's his platform going to be? Cool shape and proportions. I digs it!
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Erafic In reply to thadeemon [2010-05-06 12:11:56 +0000 UTC]
Thanks , he's been modeled to be used in our game which we're making with the Unreal engine. As for highpoly, are there areas I could have saved some on? Since he just barely hit 4200 tris.
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thadeemon In reply to Erafic [2010-05-06 12:18:03 +0000 UTC]
Ah kewl, it's a great engine. I worked on a pretty exciting prototype at work with it not long ago. Had a ball. As a habit I try keep things as low as possible without changing the silhouette (ie. arms and legs) just because the more rigged verts the more expensive characters become. He looks great, looking forward to seeing more!
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Erafic In reply to thadeemon [2010-05-06 12:29:12 +0000 UTC]
Usually have the same in mind when modelling, keeping it pretty lowpoly. Still, I try not to save just for savings sake. If I'm not mistaken our animator added a few more splits to ease his animating, now I keep hearing how much he hates chibis.
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thadeemon In reply to Erafic [2010-05-07 09:32:37 +0000 UTC]
Haha cool. How long have you been in the games industry?
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Erafic In reply to thadeemon [2010-05-07 13:42:18 +0000 UTC]
Well, technically I'm not "in" the industry yet, still studying game art for another year before i get my degree. But all in all I've been studying 3d and art since 2006, games from 2008.
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thadeemon In reply to Erafic [2010-05-07 17:37:47 +0000 UTC]
ah ok.. I see. Different ballgame once you're in.
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