View Full Version : Street Kid
26-04-2003, 11:06 PM
This is just a character I made just for practise, I would like to export him for use in UNReal 2003. The softwear I am using is Softimage XSI 3.0 . The character has 4438 polygons. I know I could cut down on the count by editing his hands but I want to keep them detailed for animation.
Also right know his feet and eyes are separate objects, I plan on attaching the feet wich will cut down the polycout. But will the eyes be okay being separate.
By the way anyone out there know what an exceptable polycount for a character in UNReal 2003 is let me know.
27-04-2003, 03:01 AM
I have managed to get it down to 4262. I have started to UV map the character the colours right know just fillers.
27-04-2003, 02:34 PM
Nice looking character, clean mesh.
I don't know much about UT2k3 poly counts so best I don't answer that question, but it seems relatively high, and I think there is still room for tweaking and reducing numbers.
Other than that I just wanted to say is that Mario as a child?! LOL
He's stolen mario's clothes! hehe.. well, will be nice to see what you do with the textures.
27-04-2003, 03:48 PM
I'd say try to stay under 3000 polys, if you can 2500.
27-04-2003, 06:31 PM
Thanks for the help I am down to 3450 polys.
Shift - No its not Mario as a kid LOL. As for tweaks can you be a little more spacific with what I should Tweak.
27-04-2003, 11:18 PM
Well I have him down to 2894 polys i am going to stay at that. I am just going to tweak the model a bit more before i start to texture and rig it.
27-04-2003, 11:18 PM
28-04-2003, 01:45 AM
Sorry, I didn't mean there were problems, but rather you could achieve similar results with less polys if you were careful about it!
i think it looks great. Really nice work. Poor innocent child, how will he handle a plasma weapon? ;) I look forward to seeing that!
remember that the ut2k3 engine counts them as tris not polygons as such ... so u would hav to limit ur poly sides to 3 ...
i know in 3ds max u can add a turn to poly modifier and limit sides to 3 ... but i wouldnt hav a clue how to do it in XSI
28-04-2003, 06:07 AM
X5 - XSI calls polygons Tris, and i have looked into it and so far the model should work fine in ut2k3.
shift - I cant wait to see him running around in the game too
MMM No comments for sometime know..........
31-05-2003, 06:47 PM
its been some time but I finaly got time to work on him and get him down to 2894 polys/Tri. I am pretty happy with what I have now. I am going to rig him sometime this week.
31-05-2003, 06:48 PM
here is a wireframe shot
31-05-2003, 07:29 PM
uh theres not really much difference
you got it down to 2894 a while ago ;)
31-05-2003, 08:36 PM
your right there is not much Diffrent in looks, but the way I place the mesh the rigging prosses will not be as much of a pain.
31-05-2003, 11:58 PM
:dance: good job and a good idea for future rigging.
01-06-2003, 01:54 PM
Nice character Gijinka. Very clean mesh & he's going to look... interesting in UT2003. A little kid running round reducing people to giblets... heh. :D
If I had one crit, I'd say his mouth looks a little to low on his head - the distance between the bottom of his nose & the top of his lips is too long. It may be a personal design choice, in which case fine, but it's just something that stands out to me because all the other proportions seem to be right.
06-07-2003, 02:55 AM
haha it'll be hilarious to see him running around in UT and killing people. Let us know how that works out
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