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Superkid
15-03-2005, 03:29 AM
this is just a character that is a work in progress it needs textures and some more details but the model is flushed out what do u think?

ShinDig
15-03-2005, 03:46 AM
This looks really cool, there is somthing about it that i think could come straight out of Final fantasy game, really nice work, looking forward to seeing it finshed!

Knut
15-03-2005, 04:38 AM
Thats an extremely cool model, although the topology could be greatly improved.
Take the face for example. I assume you have made it out of a cube, and how it is now i wont deform good when animated. You need to focus more on edge loops to make it work good.

Other than that, I must say it is one of the most inspiring little things I\ve seen in a while.
Good work.

goat
15-03-2005, 04:48 AM
I"m guessing your keeping it low poly. I would say it's a cool looking character but the topology does look a it messy. A little clean up and I think it will look fine. how abot a side shot?

Superkid
15-03-2005, 05:14 AM
thanks alot guys

ya i dont know if i wanna do high poly or low
and ya i gotta work on the edge loops alot but heres some more angles for you fellas
i will be sure to keep you updated on changes

Knut
15-03-2005, 05:24 AM
One other thing, take a look at the polygons on the belly and youll see that there are a huge amount of polyonal rows going upwards, while only a few polygonal coloums make out the upperbody structure. Try yo make them as square as possible. The trick is to find a balance between polygonal and textural detail. I guess you made them so long to mark the folds on the shirt better. This can also be done with the texture map. My suggestion is as follows: Weld the vertices upwards, and split the vertical edges to make the polygons more uniform. Not onl does it deform better, it looks cleaer too. This applies for the face too *between the eyes and ears, too many unneccesary polygons there(, clean it up a bit and it will look much better.

Another important note on low polygon models is the overall balance of edge roughness. The cylindrical shapes eat up way too many polygons compared to the larger parts of the model like the pants and shirt. Use a smaller segment amount on the round objects too keep them in balance with the rest of the model.

Balance is the key.

goat
15-03-2005, 05:24 AM
seeing these other angles i like the little bugger a bit more. Looks cool man. keep it up.

Luciddream79
15-03-2005, 05:29 AM
you are going to fix the seem going right down the middle. Other than that looking pretty dang cool man i like the character.