View Full Version : Some work character
24-03-2003, 05:05 PM
Im doing this for the company im having my internship at the moment. I was supposed to do a pedestrian that dont wight many polys but could still animate niceley So I made this lil dude weighting 188 faces and animating like a dream. I have the hands and the shoes yet to texture plus I will rechape the feelt cuz the look wierd now. Textures are edited photos. So what u think?
24-03-2003, 05:07 PM
24-03-2003, 05:46 PM
His ear looks too far forward. But for such a low poly count itís a great model. Can you tell us what it is for or is there a NDA?
24-03-2003, 05:56 PM
It's for a car simulator. Thing is that the polycount has to be that low since the cimulation software doesent support vertex animations. So when I do a walk cycle for this one Ill have 16 frames. One standing and the rest is the walk cycle. This results in 16 times this model since thats how the animations is handeled. It just swithces between the models. And Ill check the ear. All I gotta do is moce the unwrap some :D! Oh yeah btw. The texture is one 256x256 piccy.
24-03-2003, 06:09 PM
What a weird engine is that? Anyways looks nice, but I think their might be a bit to much poly's in the waste and also the head seems to have to many poly's, but I can't see it good from this angle. Good work though.
24-03-2003, 06:22 PM
What wierd engine u say...belive me...VERY WIERD...but the Virtual Reality world is far different from the game world still. That engine is very old its true. There wil be better ines coming though and then u can just take the maxmodel and export it again and have the animation still. But so far this will have to do. I optimized as much as I could since it is to be animated and still look good enoug to be fairly belivable. And 188 polys isnt much in my opinion.
24-03-2003, 07:33 PM
I think you could carve a few polys out of his neck then give that poor man a nose. Something about him bugged me the first time I posted but I didn't know what it was. As far as a profile stand point the nose is a major feature on human figures. Thus it becomes kind of important. It's possible to make a nose with 3 triangles. So if you can find 1 face in the neck to cut. Then add a 3 triangle nose your count would only be 190. Plus this guy could then stop and smell the roses.
Also is there a website we could visit to read up on this project? I know project leaders love traffic on their sites.
24-03-2003, 07:38 PM
ok tomorrow ill post him from more angles as it aint obvious here and the wire perspective is a mit nasty. But He has got a nose...3 trianles exactly :D. And u can go to the site for the company I work for but U wont find nothing on this project as it is still very WIP. Some nice stuff though.
24-03-2003, 08:13 PM
I'm not sure how tight you are on polys, but I think a few extras to make the ends of the pants and/or sleeves not squares would help a lot. Most of the body looks just fine because the texture fakes all the details that the polys leave out, but at the ends of the pants and sleeves, that square is very ugly.
Other than that, and the feet which you already mentioned, it looks very good.
24-03-2003, 08:51 PM
Well the main focus isn't on pedestrians here so the squares will have to do I'm afraid. And I dont think u'll notice it that much since u have to think about that he will be moving plus when u drive a car ur mainly focused on the road and don't look at ppl sleeves. Well at least you should be unless some fine dame walks by :D! I get you point totally though and if we had better engines I would make the arms at least 5 sided. But this will have to do. Not my call u know :D! Just following instructions. Thanx for the reply :D!
25-03-2003, 09:16 AM
Well the dude is done. Now I gotta rig and animate some.
25-03-2003, 09:21 AM
Flat&wire view plus the texture.
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