View Full Version : Biker Axel
12-11-2003, 09:20 AM
This is my new game model . I made it for fun and portofolio . The model was done in max and textures where paited in photshop . It has 3620 polygons and 2 textures each in 1024/1024 px . I hope you like it .
12-11-2003, 09:28 AM
Nice model, nice textures, BUT the model is a little too highopoly iw ould think and the textures is a little to big, most games use 512x512 textures right now.
My suggestion to ease up the poly count.
There are some triangle polys that would do MUCH better as quad poly
The Back of His Knees, His fingers, his nose. These are all verry high poly areas in your model, try to optamize them to drop the count.
Otherwise it's a verry nice model.
15-11-2003, 05:14 PM
which games use quads these days?
15-11-2003, 06:18 PM
Yes i totaly agree with you . I could easely optemize the back of the knee . But becouse this is model for fun , and is not actualy going to be used in any game or engine , I probably won't fix it . If I would move it to UT 2003 the textures are good size for it . Basicly all UT 2003 models have 2 textures of 1024 px .
mac5er : actualy the model is in editable mesh , but I left hidden edges when taking snapshot of model , that's why you can see quads .
18-11-2003, 04:55 AM
impressive, really nice texture and he's well modeled. he could be optimised of course, but the distribution is nice either way.
19-11-2003, 09:09 AM
Thanx man . I agree with the overall detailes in hands and head .
26-11-2003, 12:45 AM
Very nice model, I think the polycount is fine for New and upcoming game engines like the source engine.
Half Life 2 Main player models are around 7,500, and im not sure what size textures they use.
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