View Full Version : Mount up - Marzp
04-10-2011, 12:31 AM
Hi im in...
i created a leopard yesterday and now i have the idea to use it as a mount..
with a lazy guy sitting on it.. or maybe something else still thinking bout ..
it has now 6686 faces so there is some space for saddle and lazy guy..
04-10-2011, 09:57 PM
i made a rig to pose the model today , still thinking bout the lazy-guy..
05-10-2011, 12:24 AM
second Pose, with shading i have to push the texture some more in some details..
06-10-2011, 09:30 PM
now the guys head is getting shape...
06-10-2011, 09:36 PM
head 2000 polys
06-10-2011, 11:28 PM
how many tris it that?
07-10-2011, 08:18 AM
I was going to ask the same question. The leopard already looks very dense, especially in the tail so I was thinking you might be counting polys instead of triangles.
As far as the models go, you have a lot of texture stretching on the leopard which could really do with fixing and your rig is causing some of the mesh deformation to look bad too. The meerkat head looks like a reasonable shape right now but are you going to be able to fit all of the texture for both models in the same map, especially as you finished the leopard without even thinking about the meerkat. What does your map look like at the moment?
07-10-2011, 08:58 AM
you're right my bad, i counted the polys instead of triangles..
without smoothing the meercat has 1420, double than the polys..
with smoothing it has 4308
cat has without 7826 with smoothing its 17926
over the budget.. hmm
is there a better way for smoothing without heavy amount of polys/tris??
maybe i am out of the competition..
07-10-2011, 11:41 AM
You can use chamfer, selective tesselate or add new edge loops with cut/connect to increase poly density in specific areas but you need to be careful as you will want to maintain a mostly quad-based mesh as you edit
07-10-2011, 12:21 PM
Just looking at your leopard model again... The version you have rigged in the screenshot looks like it's a lot lower poly than the 7000+ you stated for your unsmoothed model, so why not go back to that one and add a single level of subdivision and see what that gives you? That might be a lot easier than reworking the high poly model you have right now
07-10-2011, 01:31 PM
Hi Marzp I rli like the idea of the leopard with the saddle so hope u dont drop from the comp :)
what does it look like without turbo/mesh smooth and jus with polygon smoothing groups on if it looks ok could go with that add a few loops here and there to tidy up and that would still give you at least 3000 to play with on the saddle?
also meercat looks awesome :)
09-10-2011, 06:17 PM
Hi everyone, i finished the low-poly meercat
and found a way if counting the tris..
3272 for the cat, 2006 the meercat ...so its still ok, but i cant use mesh-or turbosmooth for both maybe only for the meercat, too bad ..
i guess i continue texturing (one map for both) and maybe refining mesh manually is the solution for this...
then i do the pose..
09-10-2011, 08:35 PM
A few points game engines do not use smooth so you wand to make sure Ronald sure the big forms read correctly more than the fine details. The normal map will push the fine details and assist in rounding out the look of the faces. I think the majority of your polly count is coming from the wiskers. Things like that hair and eye lashes are usually done with planes and opacity maps. You also have a lot density running down the back and into the tail. Some times your Pollycount takes priority over an all quad mesh. Hope this helps
09-10-2011, 11:46 PM
also, take a look at other peoples models, use them to get ideas on how and where to use pollies. Last but not least. Smoothign groups, you will want to use them.
10-10-2011, 12:37 AM
low-poly charactermodeling seems to be more challenging than applying a turbo smooth on the low res...
how about meshsmooth and afterwords multi-res for decreasing polycount???
10-10-2011, 12:46 AM
you could, but then you would loose the poly flow, which is needed if you plan on animating
tips and tricks: use oppacity planes for the whiskers, you can get away with using 8 in total and have the same overall look that you have now. Also, your little buddy won't count towards your final tri-count. The limits are just for the mount.
18-10-2011, 05:37 PM
now iam ready with the mount-model:
it perfectly matches the tri-count 11.914
made the beard from planes,( thanx guys for the suggestions)
and a saddle out of 610 tris
and the friend of mount is finishing soon...
i also finished the texture..
its time for the fun-part - placing rider and making podest :)
25-10-2011, 09:01 PM
here it is!!
11.990 Tris --- 10 left .)
I'll have to do other work next time, so i finish this for now.
Tomorrow i'll put everything that has to be transfered online..
Greets to everybody..
29-10-2011, 02:33 PM
looking at your final entry, you seem to be missing the sattle on your texture sheet. You might want to go back and find it.
30-10-2011, 09:39 AM
The saddle has just a black standart material no uv-space needed for that...
30-10-2011, 10:26 AM
Actually it does need texture space, using standard or procedural materials isn't considered low poly
30-10-2011, 03:22 PM
yep, everything needs to be unwrapped and on the texture sheet.
30-10-2011, 03:31 PM
ok there is some space for that left no big deal, i place it there or i just use an area where its black in the existing map...
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