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Sumea Challenge #7 Melvosh

Submitted by melvosh on

Heres my progress so far...Bits im not happy with are the legs which i think look to thin so i might bulk up the armour on the thighs.
And the cod piece looks a bit weird too...
Guess hes a light solider class...Not to worried how he turns out to tell the truth just want to actually

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/200552722836_screen2.jpg"]screen2.jpg[/url]
32.93 KB finish for a change.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/200552722743_screen1.jpg"]screen1.jpg[/url]
34.87 KB

Submitted by palantir on Tue, 31/05/05 - 5:39 PMPermalink

Any chance of a wire-frame screen-grab? It?s hard to judge it?s true dimensions without wires.

Keep working, only a month left!! [:)]

Submitted by LiveWire on Wed, 01/06/05 - 7:30 PMPermalink

woah. that's waaaay to any polys. you'll be approaching the limit now if you havnt already passed it. you dont need that many to make it look smooth. i would recomend referencing some other models if you're usure as to how dence to make it.

Submitted by melvosh on Thu, 02/06/05 - 3:32 AMPermalink

Well actually its just on 3000..so 500 for a head/helmet...Plus i did say i would cut down the chest which could give me more to detail the head...but poly wise im not worried. So thanks for the tip but no i dont need reference on density...

Adam

Submitted by palantir on Thu, 02/06/05 - 6:16 AMPermalink

3000 poly?s? Are you sure your counting tris and not quads? Because that looks way to dense to be 3000 tris. It kind of looks like it would be closer to 10,000..

I know you said you don?t need it, but here?s a little reference I did with a couple of my models to show what I mean.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/palantir/20056161345_reference.j…"]reference.jpg[/url]
50.04 KB

The one on the left is 1000 tris, the middle one is the same with mesh-smooth at around 10,000 tris, and the one on the right is almost 20,000 tris. Compare the poly density to your model and it does look like your over budget.

Of course those models of mine are complete, so the poly count would be much less without the heads. But even if your model?s body is 3000 tris, you?d really need another couple of thousand just for the head, to keep the poly?s evenly distributed over the whole model. Basically that many poly?s for a low-detailed game model is poor design.

I don?t want to sound condescending or anything, I?m just trying to be helpful, but it really looks like you need to reduce the number of poly?s. [:)]

Hope the reference helps.

Submitted by melvosh on Thu, 02/06/05 - 6:57 AMPermalink

Yes well actually the number is 3132..TRIANGLES..so other than freeing up polies for the head its all cool in that department even if they arent exactly evenly distributed...
LOL i actually wanted you guys to knock the proportions of the model or crit that itself rather than the poly count :)

Adam

Submitted by Lechy on Thu, 02/06/05 - 7:13 AMPermalink

Does your model have shoulderpads? If not then it looks like it's shrugging as there seems to no trapezius muscles(thats the bit that goes from your neck to the shoulder). I'm not sure about the rest, you should post more angles of your model. cheers.

Submitted by codyalday on Fri, 03/06/05 - 2:10 AMPermalink

Just curious, are you using Milk Shape 3D? You should check out GMAx, google that.

Submitted by melvosh on Fri, 03/06/05 - 4:16 AMPermalink

Yeh the character has shoulder type pads, prolly cant notice it to much from the angle....
Yes im using milkshape 3d, yes i have gmax and i even have max, but for some odd reason despite its features i still use MS3d for stuff...

Adam

Submitted by melvosh on Sat, 04/06/05 - 4:08 AMPermalink

Ok pretty much finished except i dont like the back pack very much...
But might just start texturing so i do atleast finish.

Adam

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/2005634648_screen23.jpg"]screen23.jpg[/url]
60.07 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/2005634737_screen27.jpg"]screen27.jpg[/url]
34.5 KB

Submitted by Lechy on Sat, 04/06/05 - 8:27 AMPermalink

From the angle you have shown it looks like the legs are a bit awkward, but I'd have to see it from other angles to give a proper crit.

Also the body dosen't seem very interesting, maybe if you added some cool bits of armor to spice it up.

cheers.

Submitted by melvosh on Wed, 15/06/05 - 6:46 AMPermalink

Ok, i think i should just finish it like this, didnt turn out how i really wanted i guess but if i dont start texturing i wont finish.
Im really wanting to just add a shoulder pad or 2 but....time..
I think he is a little to slender in the torso...

Cheers
Adam

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/200561464354_screen123.j…"]screen123.jpg[/url]
50.25 KB

Posted by melvosh on

Heres my progress so far...Bits im not happy with are the legs which i think look to thin so i might bulk up the armour on the thighs.
And the cod piece looks a bit weird too...
Guess hes a light solider class...Not to worried how he turns out to tell the truth just want to actually

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/200552722836_screen2.jpg"]screen2.jpg[/url]
32.93 KB finish for a change.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/200552722743_screen1.jpg"]screen1.jpg[/url]
34.87 KB


Submitted by palantir on Tue, 31/05/05 - 5:39 PMPermalink

Any chance of a wire-frame screen-grab? It?s hard to judge it?s true dimensions without wires.

Keep working, only a month left!! [:)]

Submitted by LiveWire on Wed, 01/06/05 - 7:30 PMPermalink

woah. that's waaaay to any polys. you'll be approaching the limit now if you havnt already passed it. you dont need that many to make it look smooth. i would recomend referencing some other models if you're usure as to how dence to make it.

Submitted by melvosh on Thu, 02/06/05 - 3:32 AMPermalink

Well actually its just on 3000..so 500 for a head/helmet...Plus i did say i would cut down the chest which could give me more to detail the head...but poly wise im not worried. So thanks for the tip but no i dont need reference on density...

Adam

Submitted by palantir on Thu, 02/06/05 - 6:16 AMPermalink

3000 poly?s? Are you sure your counting tris and not quads? Because that looks way to dense to be 3000 tris. It kind of looks like it would be closer to 10,000..

I know you said you don?t need it, but here?s a little reference I did with a couple of my models to show what I mean.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/palantir/20056161345_reference.j…"]reference.jpg[/url]
50.04 KB

The one on the left is 1000 tris, the middle one is the same with mesh-smooth at around 10,000 tris, and the one on the right is almost 20,000 tris. Compare the poly density to your model and it does look like your over budget.

Of course those models of mine are complete, so the poly count would be much less without the heads. But even if your model?s body is 3000 tris, you?d really need another couple of thousand just for the head, to keep the poly?s evenly distributed over the whole model. Basically that many poly?s for a low-detailed game model is poor design.

I don?t want to sound condescending or anything, I?m just trying to be helpful, but it really looks like you need to reduce the number of poly?s. [:)]

Hope the reference helps.

Submitted by melvosh on Thu, 02/06/05 - 6:57 AMPermalink

Yes well actually the number is 3132..TRIANGLES..so other than freeing up polies for the head its all cool in that department even if they arent exactly evenly distributed...
LOL i actually wanted you guys to knock the proportions of the model or crit that itself rather than the poly count :)

Adam

Submitted by Lechy on Thu, 02/06/05 - 7:13 AMPermalink

Does your model have shoulderpads? If not then it looks like it's shrugging as there seems to no trapezius muscles(thats the bit that goes from your neck to the shoulder). I'm not sure about the rest, you should post more angles of your model. cheers.

Submitted by codyalday on Fri, 03/06/05 - 2:10 AMPermalink

Just curious, are you using Milk Shape 3D? You should check out GMAx, google that.

Submitted by melvosh on Fri, 03/06/05 - 4:16 AMPermalink

Yeh the character has shoulder type pads, prolly cant notice it to much from the angle....
Yes im using milkshape 3d, yes i have gmax and i even have max, but for some odd reason despite its features i still use MS3d for stuff...

Adam

Submitted by melvosh on Sat, 04/06/05 - 4:08 AMPermalink

Ok pretty much finished except i dont like the back pack very much...
But might just start texturing so i do atleast finish.

Adam

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/2005634648_screen23.jpg"]screen23.jpg[/url]
60.07 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/2005634737_screen27.jpg"]screen27.jpg[/url]
34.5 KB

Submitted by Lechy on Sat, 04/06/05 - 8:27 AMPermalink

From the angle you have shown it looks like the legs are a bit awkward, but I'd have to see it from other angles to give a proper crit.

Also the body dosen't seem very interesting, maybe if you added some cool bits of armor to spice it up.

cheers.

Submitted by melvosh on Wed, 15/06/05 - 6:46 AMPermalink

Ok, i think i should just finish it like this, didnt turn out how i really wanted i guess but if i dont start texturing i wont finish.
Im really wanting to just add a shoulder pad or 2 but....time..
I think he is a little to slender in the torso...

Cheers
Adam

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/200561464354_screen123.j…"]screen123.jpg[/url]
50.25 KB