AuthorTopic: Second 3D Character Model (Adventure Game Girl) [WIP]  (Read 8784 times)

Offline tehwexxl0rz

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I hope this qualifies as Low Spec... My goal is to keep the triangle count below 1000. (Currently at 786.)
Please see my thread at Polycount for more information: http://www.polycount.com/forum/showthread.php?t=81272



Thanks! :)
- Wex



Previous Model:
Hey everyone! I'm working on this model for an introductory level 3D class:
[ x ]
The hair is giving me a bit of trouble and it seems like I might be using too many polygons there. I am also worried there are too many hidden polygons going to waste underneath the jacket. (I modeled the shirt first, and the jacket merges with shirt about mid-back height. Do you think I should merge it lower?) Ideally, I want it to look right if you looked up the back for some reason. Also, when I generate a UV map using Maya's "Automatic Mapping" the hair is separated into a mess of individual triangles. Is there any way around this? In general, any tips to make UV mapping easier would be much appreciated. Thanks in advance!


Final Result:
http://img413.imageshack.us/img413/5719/render1i.png
http://img202.imageshack.us/img202/8190/render2fq.png
http://img715.imageshack.us/img715/6459/render3m.png
Texture: http://img80.imageshack.us/img80/6161/texturez.png
« Last Edit: February 17, 2011, 09:03:29 pm by tehwexxl0rz »

Offline Jakten

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Re: First 3D Character Model [WIP]

Reply #1 on: April 26, 2010, 04:34:10 pm
How many Tris are you aiming for? I can see a couple places where you could rework the topology. The nose and lips might not need to be so defined if you are worried of going over your limit. The lips especially you could probably fake to look 3d with texture. The hair should be ok I think, you might be able to even use a bit more polys to make his head look less blocky. Turn the lighting off so he is entirely black and work with the silhouette to make areas like the top of his head look smoother. I'll try and do a paint over if I have some free time later. As for his coat, if you don't plan him ever removing his coat you can probably just merge his coat close to the front you can fake it with texture probably as well. Any geometry you will never see you don't really need to have on it unless its necessary for some other reason.
 
I use a tool in maya called unfold which can be located in the UV editor's file menu. If you do a top down planar map of your characters hair, select some areas to cut where you are worried about deforming and click unfold it should lay things out nicely for it with out much texture distortion.  Automatic mapping is nice for little texture distortion but you have to do ALOT of stitch work usually.

If you aren't sure what I'm talking about i can describe things a bit more indepth also or if you have any other questions. This looks great so far for your first model, I hope this was helpful  :y:
« Last Edit: April 26, 2010, 04:40:03 pm by Jakten »

Offline tehwexxl0rz

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Re: Second 3D Character Model (Adventure Game Girl) [WIP]

Reply #2 on: February 17, 2011, 09:12:05 pm
Thanks, Jakten! I'm sorry I didn't thank you nearly a year ago; that was some really great advice! I've updated my original post to include pics of the final model if anyone is curious. (Unfortunately, the link to the old WIP image is broken.) I'm finally getting back into 3D and decided to resurrect this thread to show my progress, instead of cluttering the board with a new one.

Any comments or critiques of the new model would be greatly appreciated. :)