AuthorTopic: Gluggernaut 3d  (Read 10986 times)

Offline Indigo

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Gluggernaut 3d

on: December 17, 2008, 05:58:19 am
time to start learning 3d I suppose.  I'm attempting to take my pixel gluggernaut image and convert him to a 3d model.  So far all work has been done in wings 3D (i just seem to like the workflow) started from a cube primitive.  I plan to UV and texture him via 3ds max

Pixel reference:


current progress:

516 poly's - 808 tri's

C+C is very welcome as I go through this process.  This is a bit higher of a poly count than what would be accepted for mobile gaming - but I'm fine with that.  I just want to make a relatively low poly model.
« Last Edit: December 17, 2008, 09:38:29 pm by Indigo »

Offline madPXL

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Re: Gluggernaut 3d

Reply #1 on: December 17, 2008, 08:33:42 am
Very nice Indigo.
For your Gluggernaut, you should down the tris to 500 max.
For the UV mapping and texturing, maybe you should use (and learn if not) blender if you want to be on the way of the "free" softwares. It's very easy, nearly as 3ds max.

And I hope that you will use a pixel art texture!

Offline Dr D

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Re: Gluggernaut 3d

Reply #2 on: December 17, 2008, 09:05:08 am
I think the arms are a bit too long, even if he is already a bit stubby, and yes I mean longer than your original pixel art work piece, because they're long there, too.

Offline TrevoriuS

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Re: Gluggernaut 3d

Reply #3 on: December 17, 2008, 09:25:19 am
I can already see some small optimization issues but if you go over the model again you'll probably find them as well. If you have 3Dsmax, there's NO reason to step over to blender. In fact, I hate working in blender >< (I admit, gave up after 30 minutes, but still, most other modelling software feels natural).

Offline huZba

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Re: Gluggernaut 3d

Reply #4 on: December 17, 2008, 09:32:31 am
If you view your model in tris you'll probably find quite a few easy to optimize spots. There are a few faces with too many edges, like the forearm area. Also some non-planar quads with wonky normals that cause shading errors.

Offline Indigo

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Re: Gluggernaut 3d

Reply #5 on: December 17, 2008, 09:03:52 pm
thanks for all the feedback guys

MadPXL:
downing the tris to 500 will be virtually impossible with this piece (at least for what I'm intending) - The tri count is already at 808.  As for the texture, sorry to disappoint, but I will most likely do a cg texture for this.  I already have my pixel sprite for all the pixel art yumminess.  ;)

Dr D:
I see what you're saying - but I think its actually an illusion of his torso being so short in comparison to the original.  I've fixed that now.

TrevoriuS and huZba:
yeah, I see the optimization issues you're both speaking of.  I've fixed most of them now, but I'll be extra cautious as I continue.

I'll post progress later tonight

-Dan

Offline TrevoriuS

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Re: Gluggernaut 3d

Reply #6 on: December 17, 2008, 09:21:53 pm
When using so many triangles and not just quads only, please mention the tri-count and not poly-count -> that's probably what confused madpxl as well as me.
Be sure to animate it breaking something >=D

Offline Indigo

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Re: Gluggernaut 3d

Reply #7 on: December 18, 2008, 05:26:57 am



fixed a lot of the wonkey polys, fixed/tinkered with proportional stuff, and added the backpack.  Almost ready for texturing.  952 tri's including the backpack

Offline snader

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Re: Gluggernaut 3d

Reply #8 on: December 29, 2008, 01:22:08 am
personally, i feel 3 sided fingers would be plenty for this.

then stuff those polies in the head/face because that looks really boring atm and i dont think you're gonna get away with just texturing the glasses/eyesockets

Offline snakesqzns

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Re: Gluggernaut 3d

Reply #9 on: December 29, 2008, 01:56:56 am
Is this a single mesh with the backpack?   Maybe it's a Blender specific limitation, but when I try to UV Wrap a texture on a model that doesn't have  all the vertices linked ( ie backpack here would need to be connected to the back of the gluggernaut).