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Building my demo- 2

Started by April 27, 2006 12:02 PM
5 comments, last by zer0wolf 18 years, 9 months ago
Hello GameDev forum, hope everyone is well, Well at it again- As per my last topic and the topic before that -(Building my demo-(1+2)) I am building my demo from scratch, and wish to attain work in the Game industry for next gen systems, I reworked the character since last week, and I have: -adjusted the pose, -reduced the poly count especially in the face and head, -fixed up the arm, -I added a new hair style - hope that would work it would work, -created new pants -created a new hairdo, -and tried my best to figure out a good arrangement of Cvs for the join areas, based on what I saw in the games I liked. To me this part was really tricky Now the mesh is down to 3700 polys-tris I think I could chop it even more but at this juncture I know I need advice, I would appreciate feedback. - soon I will have this at cgtalk /cgsociety B"H - (I said that last time to eh? -but its not up there yet-) Thanks so much B"H Zlehaklif2
My only suggestion is to scale down the higs and thighs. They're huge compared to the rest of her. (Unless this was what you were going for)

Otherwise, good job. Heck of a lot better than I could do :p.
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I agree scale down the hips and booty unless you like ghetto booty. Other then that looks pretty damn good.
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." - Kristian Wilson, Nintendo, Inc, 1989
There are some issues with your model which will arise when you are going to animate it. For example the T-junctions around the waist area, which can introduce holes when you animate the vertices. What's also missing is enough vertices around the knees, elbows, shoulders etc, to do proper deformations, while other areas of less interest have vertices too many. Another thing to watch for is triangular meshing, as quad-based models generally look better and will shade more evenly.

And get an anatomy book :) The hips and upper legs are way out of proportion and it's hard to tell which side is front or back. Other than that, it's a fairly decent model. Hope this helps.
Ditto the above post. You generally want at least 3 edge-loops around your knees and elbow. And like your last model, you have tries on the buttox and upper torso, not sure why, but get rid of them until you triangulate before export to an engine.
Also, the front of the throat has too many vertical edges... generally, you want an even distribution of edges on any organic forms, unless its defining an important form (and the throat isn't really important).
Once you get this model down to 3000, you'll be in a good area. I have found 3000 is about the cutoff for a simple/nude character. But definately an improvement of the last, but still a ways to go... keep practicing!

OT, but what state do you live in, OP?
-------------www.robg3d.com
Thank you all,

I will continue to build along your recommendations,

Ok I live in Toronto Canada

Hope you are all well,


Zlehaklif2
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You know, when I see these images I can't help but think of the Sir Mix-A-Lot song ...

I like big butts and I can not lie
You other brothers can't deny
That when a girl walks in with an itty bitty waist
And a round thing in your face
You get sprung
laziness is the foundation of efficiency | www.AdrianWalker.info | Adventures in Game Production | @zer0wolf - Twitter

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