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Old 19-09-2006, 02:37 PM   #1
TheWinterLord
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LowPoly Warrior Character

Hey guys, ive been inactive for most of the summer... Anyways Im a student at a game developing school in Sweden and we have just gone through the basics of Maya because thats what we are going to use.

Well we finally started making characters which we are going to model, texture, setup, rig, animate.

So thats what im going to be posting throughout the thread.

I drew this guy and he is going to be some warrior with 2 katanas and 2 firearms. He has some armour on his legs and there will be some cloth + belt between his legs (havent modeled that yet.)


PS. I have only been working on it for some hours.


TRI LIMIT: 2500

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Old 19-09-2006, 02:39 PM   #2
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Wires:

I havent modeled it so that you can bend stuff like arms and legs without it getting deforemed. I will do that later.

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Old 19-09-2006, 03:49 PM   #3
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Thought id post the concept aswell

(Im getting a wacom soon, its ordered)
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Old 19-09-2006, 05:43 PM   #4
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WIP

lowered the poly and fixed some stuff. also got rid of the head.



and



Imposting these small images due to the image uploading problem... just click on the them to enlargen.
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Old 19-09-2006, 06:30 PM   #5
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i find the arms coming out of his sides weird/unatural...ittll look better if his arms came out thru his arm pits if you get what i mean...plus he should have an extra set of chest muscles i presume

anyways in the concept he looks way bigger than i get the idea of your low poly model
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Old 19-09-2006, 11:36 PM   #6
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bb0x Thank you very much you have a good point there about the arms and armpit, Il try to fix it to look better. Ive been thinking and i know ur right but i havent figured out how to fix it just yet.
Yeh I modeled him this way because I think the concept picture makes him look to clumsy.
Hmm I have actually been thinking about chest muscles for the bottom arms but I think it will make him look very strange... (more strange)

Ah and I got my wacom! It rocks!
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Old 20-09-2006, 01:46 PM   #7
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Study this guys anatomy : http://www.geocities.com/primpost/model/movie/golo.jpg

notice the halfcut pectoral muscles and tha abs.

Last edited by Glottis; 20-09-2006 at 02:03 PM..
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Old 20-09-2006, 03:59 PM   #8
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Ah yes, goro from mortal combat!
The arms do looks unatural (maybe because it is) but that can be over come with prpoer use of real anatomy. i dont think the arms should come out of his arm pits though, think that would looks even more unatural. Think you just need a bigger torso height wise to allow more room for the arms and their assosiated chest muscles.
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Old 20-09-2006, 04:34 PM   #9
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emmm... k.... you could have saved loads of more polys as the flow could have been alot better.... *points out especially the deforming areas*

dunno what tips to give since i dont realyl have a good imagine of that what you ve done so far but owell i always crit to early befor i see the finished stuff.
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Old 20-09-2006, 04:48 PM   #10
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Hey Guys!
Thanks for the comments I am taking each one into consideration to make my character better.

but first an announcement: I got my wacom!!

This is the second thing i ever made with a wacom




Glottis thanks for the link. Ive decided to make 2 sets of chest muscles but il need the Goro pic when i texture the other muscles.

Elf I think making the toroso higher will make him look to clumsy. but maybe i should but the lower arms further up?

Try force Here il post some wires also showing the new chest muscles. can you please point out more specific on that picture where i could have saved polies? Thank you. Im going to go ask some of the second year student how to get the flow better.
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Old 21-09-2006, 12:11 PM   #11
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I worked more on the model.
I made better muscles and optimized the tri count the best i could.



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Old 22-09-2006, 04:15 AM   #12
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Ok your anatomy is sweet now man

But I think you could still optimize your model (and try not to use this many tri´s)
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Old 22-09-2006, 02:29 PM   #13
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Thanx Glottis! Yeh well now the new tri count is 2182.

Here is the last screen i thought i would show the back...

Its the last screen of it not being UV mapped
Thats comming right up... (I hope)

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Old 24-09-2006, 12:33 AM   #14
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The pole (vertex where more than 4 edges comes together) on the back shoulder is bad news for texturing and animation. Looks like you could reroute the topology easily enough
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Old 24-09-2006, 06:10 PM   #15
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J_ray Thancs i will look into that on monday when im in school

I UV mapped my character
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