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Activity #2 3D - Palantir

Submitted by palantir on
Forum

quote:Brief:
The aim of this activity is to improve your low poly modelling by creating a character with a (relatively)low number of triangles.
Areas to aim for -
Proportions - Does your character look believable.
Poly Density/useage - How even the distribution of triangles are on your mesh. How efficiently can you use your triangles.
Shape - Does your mesh have a good sense of mass, and a nice silhoutte.
Animation - Will your characters limbs deform well.

Guidelines:
Create a human character within 1000 triangles.
You are free to use any reference you choose.

Nice activity.[:)]
Here?s my attempt. I hope to get it finished by the weekend.

This is the reference image I'm using:
[url]http://www.fineart.sk/photos/anything_3d/006.JPG[/url]

I've started blocking out the mass:
[img]http://www.thoughtvalve.com/nucleus/media/3/20050112-palantir_3d2_wip01…]

Submitted by palantir on Mon, 17/01/05 - 7:24 AM Permalink

Oh, uh..
Of course, when I said I?d get it finished by the weekend, I didn?t say which weekend! [:P]

A bit behind schedule, but at exactly 750 triangles it?s three quarters complete. I got side tracked with a couple of other projects, but at least I?ve managed to get something done. Hopefully will finish modelling by mid-week.

Crits/comments welcome (please).

[img] http://www.thoughtvalve.com/nucleus/media/3/20050116-palantir_3d2_wip02… [/img]

Submitted by MoonUnit on Mon, 17/01/05 - 8:06 AM Permalink

looking great, itd be cool to see that taken the whole way and textured aswell. atm the first thing i notice is that the arms look like they could use some thickening out, keep it up!

Submitted by palantir on Mon, 17/01/05 - 7:08 PM Permalink

Thanks for the crit. Yeah, I think your right about the arms, they do look a bit skinny, don?t they? Will fix.

I think I will end up texturing and rigging it, as it?s all good practice. I?m thinking I?ll try and make her as a Buffy style of character. I?d really love to make a few Buffy style martial arts animation cycles for her. Though once again I?m getting ahead of myself, I really should just be focusing on the modelling ATM. [:P]

I?m worried about how it will deform. I think it needs some more edge loops in those key deformation area?s.

Submitted by palantir on Thu, 20/01/05 - 8:45 AM Permalink

Well I think it?s about done then. It?s 998 triangles, and it was quite a struggle getting all the definition I wanted in under 1000 polys. The problem previously with the arms was all in the shoulder area, and lowering the join fixed that. The face and head was the area I found the most difficult.

I did some tests with the silhouette to make sure it was dynamic enough, and I also rigged it and did some test animations, and it seems to deform well enough - for such a tight budget.

Here?s the silhouette to show how it reads:
[img]http://www.thoughtvalve.com/nucleus/media/3/20050119-Silhouette_final.j…]

Final renders:
[img]http://www.thoughtvalve.com/nucleus/media/3/20050119-pimp02.jpg[/img]

[img]http://www.thoughtvalve.com/nucleus/media/3/20050119-pimp04.jpg[/img]

If anyone feels those renders don?t show the model well enough, just say so and I?ll post some screen grabs. Likewise, if anyone wants the .3DS, just let me know.

Any feedback is appreciated.

Submitted by Kalescent on Thu, 20/01/05 - 9:28 AM Permalink

Palantir: Good job so far =)

I think if you ever try to show off the silhouette of a model you should post orthagraphic renders.

Submitted by Anuxinamoon on Thu, 20/01/05 - 10:04 AM Permalink

Hey nice work Plantir! [:D]

Main crit I'd like to mention is that the edges down the side of her body (starting from just under the breasts) look like they could be moved in towards the body a little more. It is because I notcied that from the 3/4 views she looks too sharp on her sides. If you round it out a bit more by pushing in those edges it might be of some improvement :)

Hope that helps!

Submitted by palantir on Thu, 20/01/05 - 7:23 PM Permalink

Haz ? Thanks :). I?m not exactly sure what you mean about posting orthographic renders for a silhouette. Do you mean only post renders of the orthographic viewports? That image above is a collection of the front, left and back viewports with two perspective renders. Would it be better not to show the perspective renders?

Anux ? Cheers :) I see what you mean about that edge. I think it could really use another edge loop along that side, so I might see if I can take some tris from somewhere else so I can add that extra edge (must stay in budget).

Now that I've had a break from modelling this, I can see a few little problems that need fixing. In general I think the mesh could be much tighter and cleaner. Now I just need to find some more time..

Submitted by Kalescent on Fri, 21/01/05 - 3:07 AM Permalink

Palantir : Yeah thats right - it just means a flat view from side, front, back etc.
Its alot easier to judge silhouette form when your looking at a none perspective shot.

Posted by palantir on
Forum

quote:Brief:
The aim of this activity is to improve your low poly modelling by creating a character with a (relatively)low number of triangles.
Areas to aim for -
Proportions - Does your character look believable.
Poly Density/useage - How even the distribution of triangles are on your mesh. How efficiently can you use your triangles.
Shape - Does your mesh have a good sense of mass, and a nice silhoutte.
Animation - Will your characters limbs deform well.

Guidelines:
Create a human character within 1000 triangles.
You are free to use any reference you choose.

Nice activity.[:)]
Here?s my attempt. I hope to get it finished by the weekend.

This is the reference image I'm using:
[url]http://www.fineart.sk/photos/anything_3d/006.JPG[/url]

I've started blocking out the mass:
[img]http://www.thoughtvalve.com/nucleus/media/3/20050112-palantir_3d2_wip01…]


Submitted by palantir on Mon, 17/01/05 - 7:24 AM Permalink

Oh, uh..
Of course, when I said I?d get it finished by the weekend, I didn?t say which weekend! [:P]

A bit behind schedule, but at exactly 750 triangles it?s three quarters complete. I got side tracked with a couple of other projects, but at least I?ve managed to get something done. Hopefully will finish modelling by mid-week.

Crits/comments welcome (please).

[img] http://www.thoughtvalve.com/nucleus/media/3/20050116-palantir_3d2_wip02… [/img]

Submitted by MoonUnit on Mon, 17/01/05 - 8:06 AM Permalink

looking great, itd be cool to see that taken the whole way and textured aswell. atm the first thing i notice is that the arms look like they could use some thickening out, keep it up!

Submitted by palantir on Mon, 17/01/05 - 7:08 PM Permalink

Thanks for the crit. Yeah, I think your right about the arms, they do look a bit skinny, don?t they? Will fix.

I think I will end up texturing and rigging it, as it?s all good practice. I?m thinking I?ll try and make her as a Buffy style of character. I?d really love to make a few Buffy style martial arts animation cycles for her. Though once again I?m getting ahead of myself, I really should just be focusing on the modelling ATM. [:P]

I?m worried about how it will deform. I think it needs some more edge loops in those key deformation area?s.

Submitted by palantir on Thu, 20/01/05 - 8:45 AM Permalink

Well I think it?s about done then. It?s 998 triangles, and it was quite a struggle getting all the definition I wanted in under 1000 polys. The problem previously with the arms was all in the shoulder area, and lowering the join fixed that. The face and head was the area I found the most difficult.

I did some tests with the silhouette to make sure it was dynamic enough, and I also rigged it and did some test animations, and it seems to deform well enough - for such a tight budget.

Here?s the silhouette to show how it reads:
[img]http://www.thoughtvalve.com/nucleus/media/3/20050119-Silhouette_final.j…]

Final renders:
[img]http://www.thoughtvalve.com/nucleus/media/3/20050119-pimp02.jpg[/img]

[img]http://www.thoughtvalve.com/nucleus/media/3/20050119-pimp04.jpg[/img]

If anyone feels those renders don?t show the model well enough, just say so and I?ll post some screen grabs. Likewise, if anyone wants the .3DS, just let me know.

Any feedback is appreciated.

Submitted by Kalescent on Thu, 20/01/05 - 9:28 AM Permalink

Palantir: Good job so far =)

I think if you ever try to show off the silhouette of a model you should post orthagraphic renders.

Submitted by Anuxinamoon on Thu, 20/01/05 - 10:04 AM Permalink

Hey nice work Plantir! [:D]

Main crit I'd like to mention is that the edges down the side of her body (starting from just under the breasts) look like they could be moved in towards the body a little more. It is because I notcied that from the 3/4 views she looks too sharp on her sides. If you round it out a bit more by pushing in those edges it might be of some improvement :)

Hope that helps!

Submitted by palantir on Thu, 20/01/05 - 7:23 PM Permalink

Haz ? Thanks :). I?m not exactly sure what you mean about posting orthographic renders for a silhouette. Do you mean only post renders of the orthographic viewports? That image above is a collection of the front, left and back viewports with two perspective renders. Would it be better not to show the perspective renders?

Anux ? Cheers :) I see what you mean about that edge. I think it could really use another edge loop along that side, so I might see if I can take some tris from somewhere else so I can add that extra edge (must stay in budget).

Now that I've had a break from modelling this, I can see a few little problems that need fixing. In general I think the mesh could be much tighter and cleaner. Now I just need to find some more time..

Submitted by Kalescent on Fri, 21/01/05 - 3:07 AM Permalink

Palantir : Yeah thats right - it just means a flat view from side, front, back etc.
Its alot easier to judge silhouette form when your looking at a none perspective shot.