View Full Version : Human Model (HUGE PIC)
07-03-2003, 06:38 PM
been a while since i posted any human things, but ive recently done this.
I think it s agreat model but the polygons are wasted somewhere (please note as much as you might think it is NOT the jeans) (but maybe the belts)
but the engine "auto"-FOV will take care of it...i hope...lol.
07-03-2003, 10:03 PM
on models like that its verry hard to crit with no wire frame. Also a render with no smooth groups. 3000+ polys seems high for that low of detail. But for being as young as you are you should still be proud.
08-03-2003, 12:26 AM
It is rather high...
This character here has 1100 polys (its still not finished though)and each individual finger is also modeled. Of course your character has the belts, headset and hair, but I think you should be able to optimise that a lot still.
It would be nice to see a wire if you can do one in milkshape or whatever you are using...
Also work on the neck and arm-torso joints... I think they need a bit of tweaking. Have a look at some reference pics.
08-03-2003, 07:46 AM
well nathan 3d (well, and Thorgrim), i know it is to high,but the LOD built into the engine will sort it.
heres a wireframe
(btw i did the wire in 3dsmax)
08-03-2003, 08:02 AM
Not that i'm an expert on Programing, but i think if you get rid off all the extra polygons you can, you will be far better off. The more polygons you have, the more space the model takes up, and the more proccessor power it takes to LOD it (im just guessing but i would think so...)
I think its a good habbit to get into...
Looks like there could be quite a bit of optimisation in the arms and head...
But i suppose its up to you whether you Optimise it or not...
Cant wait to see some textures on him :)
08-03-2003, 12:50 PM
the arms ive now made like baggy like the trousers(well, baggy jeans).
i know i need to optimize him, but to optimize i need to know where the polys are.
the head and arms are 1257 so i think they need to be optimized a bit
below top belt:120
below ^:120 (duplictaed)
leg belts:82 each (164 althogether)
ok, i removed the belts (not for good but just so i could op the model), and i made a record of the poly counts:
08-03-2003, 03:20 PM
One thing u chould concentrate on here is the joints that the deformations are at. Move some vertices so u get like 3 lines of vertices at the elbows and all other joints so the deform looks more natural. All and all...that is very good man. Yes a bit high on polys but ur learning fast :D!!! Great job!
08-03-2003, 04:30 PM
Ok, to help you out with the poly cut. I made a little picutre. I got the idea of this picture from another guy on maxforums. Its a good way to show how polys should be used. Good luck!
08-03-2003, 05:43 PM
thnx emperor, btw heres the concept i used
(thnx to silentbob for doing it for me :D :cool: )
nathan:i dont get it :D
but i think it means if its only pulled out slightly, make it one.
08-03-2003, 06:34 PM
Nice model, But If I woer you I would try to knock down the poly count . There is a lot of wasted polys in the arms and legs.
08-03-2003, 06:58 PM
what I mean it, if the 2 polys would look not different than just one. Use that one. Here is another small pic. To give you another idea of what I mean
08-03-2003, 09:49 PM
Gijinka:Yes i know, its already been said!!!!! :D
nathan 3d:as i said, i amde the arms baggy now, to give him a better look (hell have a cargo top on and have like sleeves straped to his arms.I cant merg those on his chest becuz they define the chest.Heres a screen of the new arms.
08-03-2003, 10:12 PM
if Gijinka took the time to reply to your post, you don't need to get mad at him for repeating other people. On your birthday, do you yell at everyone foy saying happy birthday just because other people already have?
09-03-2003, 08:05 AM
lol, sorry i meant to put a ":D" after it
he he he, of course i do though:). well, to my worst enemies ;)
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