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FirstKeeper — Comissar.Constraction shot.

Published: 2010-06-13 17:02:59 +0000 UTC; Views: 22418; Favourites: 140; Downloads: 548
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Description My model based on concept:

[link]

Beauty shot:

[link]
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Comments: 43

Derek-Stevens [2016-01-06 10:58:21 +0000 UTC]

Well done! The mesh looks smooth

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okimoki [2010-11-09 08:37:52 +0000 UTC]

Your work is amazing.. this one, Master and Lich are the ones i look to for reference! She is modeled perectly!
Ammmm.. any chance i could get my hand on the model to take it apart and learn some stuff from it? Like how you modeled the face and hands, UVs and stuff?

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FirstKeeper In reply to okimoki [2010-11-09 19:04:31 +0000 UTC]

Gimme a mail there I can sent Comissar model.
But that model's an old and far from perfect, so I don't think, that it's nice idea to learn this type of UW and topology.

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okimoki In reply to FirstKeeper [2010-11-10 01:46:02 +0000 UTC]

wowww.. really? thanks a million!!!
my email:
oskarmohar@me.com

I think that learning from models like yours that look that good is always a good idea since there isnt really a "right way" to model and to UV..
You really are my inspiration to wanna move forward in my game modeling, texturing etc. Im interested in all fields of game production so i wanna learn it all.. my goal is to make an indie game someday soon

Really, thanks for replying, and for the kindness

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FirstKeeper In reply to okimoki [2010-11-10 03:13:25 +0000 UTC]

You are welcome.

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Elinewton [2010-09-02 14:41:12 +0000 UTC]

Great!!
Nice poly count!!

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Broadshore [2010-08-20 17:51:02 +0000 UTC]

Excellent job on the poly count!

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FirstKeeper In reply to Broadshore [2010-08-20 17:55:35 +0000 UTC]

Thanks!

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khor11 [2010-08-20 16:17:06 +0000 UTC]

What 3D program are you using for modeling??

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FirstKeeper In reply to khor11 [2010-08-20 16:28:42 +0000 UTC]

3d max

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AiVenn [2010-08-20 15:39:34 +0000 UTC]

Wery good mesh!

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FirstKeeper In reply to AiVenn [2010-08-20 16:28:50 +0000 UTC]

Thank you

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StraightLife [2010-08-20 12:53:09 +0000 UTC]

Fantastic is interesting in equal measure!

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FirstKeeper In reply to StraightLife [2010-08-20 16:28:54 +0000 UTC]

Thanks

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Drone2222 [2010-07-19 19:10:19 +0000 UTC]

Always great stuff, FirstKeeper. Just wondering - what are your general goals when you make your models? Do you plan your modeling for deformation? Your models go a long way with such low poly counts... do you stay low for efficiency's sake, or to keep your game modeling skills sharp? Sorry, lots of questions! lol

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FirstKeeper In reply to Drone2222 [2010-07-22 13:59:56 +0000 UTC]

My general goal while I make model - interesting shape and proportions. I try to make models for correct animation. Low-poly always needs if you make in-game model, and I work with in-game model very often.

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IvanMijatov [2010-06-18 02:13:54 +0000 UTC]

Thanks for sharing your wires. You've achieved very clean topology, and model looks great for the poly count.

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FirstKeeper In reply to IvanMijatov [2010-06-18 06:54:50 +0000 UTC]

Thanks, you are welcome.

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Max-CCCP [2010-06-14 08:08:33 +0000 UTC]

я люблю ее )

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FirstKeeper In reply to Max-CCCP [2010-06-14 12:02:14 +0000 UTC]

Надеюсь она ответит взаимностью

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Max-CCCP In reply to FirstKeeper [2010-06-14 12:36:53 +0000 UTC]

надеюсь в реале )))) ну не она а хотябы похожая )))))))))

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FAT-FRUMOS [2010-06-14 05:54:01 +0000 UTC]

Шикарный мОдэлинг.
Нравицо.
Добавлю в фавы текстуреную.

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FirstKeeper In reply to FAT-FRUMOS [2010-06-14 12:01:59 +0000 UTC]

Спс

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FAT-FRUMOS In reply to FirstKeeper [2010-06-14 12:10:16 +0000 UTC]

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Bone-Butterfly [2010-06-13 19:13:18 +0000 UTC]

I think I'm missing something here. She's made up of all three sided polygons. My teacher told me to never have anything other than four sided. I'm confused.

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Atomicity In reply to Bone-Butterfly [2010-07-20 20:55:45 +0000 UTC]

Four sided polygons will be tessellated upon render, so it makes no difference...

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Bone-Butterfly In reply to Atomicity [2010-07-20 21:41:22 +0000 UTC]

*FirstKeeper already explained what happens.

And yes, it does make a differences if a model has both three sided and four sided polygons.

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FirstKeeper In reply to Bone-Butterfly [2010-06-13 19:24:52 +0000 UTC]

Triangulation makes for final game model - engines, renders, another programms have it's own triangulation algorytm and don't understand quads - they always split 1 quad on 2 tris. If I import non-tris model in Deep Paint there I always paint my texture - it makes own terrible triangulation - that'll be like a pile of crap in main programm. So your teacher absolutely right when talking about of quads for modeling and mapping, but for project texturing or using renders or engines (Marmoset for exmp) it's more better to turn final model to tris in programm there do you work (Max, Maya). I advise you to learn carefully in internet tris-quads question if you're going to be a seriuos modeler, because that's important technical thing for game-modelling.

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Bone-Butterfly In reply to FirstKeeper [2010-06-13 19:59:59 +0000 UTC]

Oh, I am going to be a serious modeler. I love modeling, it's the best!

And yes, I use 3DS Max 2010 for modeling and animation.


Thank you for explaining it to me

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Blizado [2010-06-13 17:25:50 +0000 UTC]

Nice low poly model, but are quads not better than tris?

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FirstKeeper In reply to Blizado [2010-06-13 17:36:33 +0000 UTC]

No, if you are going to paint your texture in Deep Paint. And all game engines works only with triabgulated models.

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Blizado In reply to FirstKeeper [2010-06-13 18:15:48 +0000 UTC]

Dont know this, i am self fresh in that stuff, good to know for my own models. Thanks.

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FirstKeeper In reply to Blizado [2010-06-13 18:20:13 +0000 UTC]

You really don't need to turn models in tris if you not a Deep Paint or another programm/engine user , but I made it in rules becouse all programms/render makes triangulation by it own algorytm, so I make only on final model.

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Blizado In reply to FirstKeeper [2010-06-13 18:51:42 +0000 UTC]

Its more for my future models, because i ever show that i make as less tris as possible so that near all are quads, but when at the end the models in games engines only tris i dont care about making only quads. Better than the game engine make some mistakes at converting.

Or is it for normal mapping better to model in quads?

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FirstKeeper In reply to Blizado [2010-06-13 19:00:41 +0000 UTC]

It's more comfortable to work with polygons of couse. That why I make triangulation on final model. It's better to bake normal on tris if you use for example Marmoset ungine, or render for final. Mental ray makes own triangulation if there is non'tris model. Oh, and that's for game-models.

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Blizado In reply to FirstKeeper [2010-06-13 19:17:58 +0000 UTC]

I work with Blender and Unity3D game engine.

When the game engine convert a mesh to tris, than the poly count will rise and can reduce the performance? So when i self convert it i have a better control over the poly count, right?

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FirstKeeper In reply to Blizado [2010-06-13 19:31:48 +0000 UTC]

You are absolutely right. Polygons count less than tris and tris amount - that's a true polygons count for engines. But for modelling more comfortable to work with quads, just keep it in you mind how polygons count changes after triangulation.

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Blizado In reply to FirstKeeper [2010-06-13 20:00:13 +0000 UTC]

Thats my problem at the moment, my character have 11k quads poly with some tris, if i convert it to tris only it have over 21k tris polys. Dont know if that not a bit too much, but with clothes i could reduce it. Otherwise i must search how i can reduce the poly count with best quality without starting completely new.

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FirstKeeper In reply to Blizado [2010-06-13 21:11:46 +0000 UTC]

Mmmm collaps extra edge loops and points, nothing difficult just keep nice silhouette of model.

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Blizado In reply to FirstKeeper [2010-06-13 21:51:48 +0000 UTC]

I am also new in Blender and i must look first how i easily rip that off without the need to make new polygons. Delete the edge etc and the neighbor polygons joined together, that where perfect but i dont know if this is possible in blender. But that should i ask at a Blender forum.

But thanks for all the good tips!

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FirstKeeper In reply to Blizado [2010-06-13 21:56:23 +0000 UTC]

Np

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k-times-two [2010-06-13 17:04:18 +0000 UTC]

Wow. She looks badass.

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FirstKeeper In reply to k-times-two [2010-06-13 17:17:01 +0000 UTC]

Thanks

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