Character Model

Davina1961

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Hi all.

I havnt posted any work on here before so I thought I would show this character model i have just finished. In all it took about 2 hours. critisism is welcome. Also it is just over 5100 polys.







 
For what you have done here 5100 tris is extreamly high! If you look at the wireframe your model looks like a grid, this is really bad polly flow and from my experiance seems to wast alot of tris. What you really want to do is try and follow the releaf of a model. You have kind of done this on the face using the edge loop method to create alot of the features, the mouth for example but again there are just to many pollys. When modeling a character, or anything for a game, set your self a polly count to work around, this well help you to keep it low and also improve your modeling and work flow. 5100 for a character is pritty damn high. Try doing a character of 2500 tris or less and once you begin to feel more comfidant try 4000.

The best way of modeling a character i feel is to start with primitives. I start everything with an 8 sided cylender with a few hight segments. Then from that scale and ROTATE the rows of verts. The rotation is really important, it not only gets you out of that "grid" type of mesh but also adds alot to the shape of your character without adding to the polly count. It takes a wile to get the hang of it but it works really well.

Referance, Referance, REFERANCE! Make sure you have a referance pic of your character to work around in the background. I always try and have a frount and side view, this is important to make sure the scale and shape is correct. Dont try and model out of your head!

Try using what i have said about the roation and referance to model a torso. Use an 8 sided cylender and try and keep the count to no more then 500 and post again. :)

There are some good points tho, you clearly have an understanding of edge loops as seen in the face but far to many pollys try again but keep that polly count as low as you can. Secondly you have a good amount of geomarty in the elbows and nees, this means the animators will be your friends because there will be little distortion when they bend.

-Stormy
 
Just knocked this up in 5 mins. 8 sided cylinder. No referance tho... eekkk
 

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Hi stormy. I know it needs alot of optimisation but the example you gave is so very low! Also why do you think 5100 is very high for a character? soem of the half life models are 8000 polys etc. Also how can I avoid the grid like flow because Ive been thinking about that recently. do you think you could show me a high poly example. thanks alot for your help.

oh also i think the poly count for the face is ok after all it is intended for facial animation.

p.s the head is just under 2000 polys.
 
Polygons counts for some of the Half-Life 2 characters:

* Soldiers: 4682
* Police: 3852
* Resistance: 4976
* Zombie: 4290
* Helicopter: 6415
* Strider: 6444
* Alyx: 8323
 
May wanna smooth out the normals on his face, its to easy to see the seam, otherwise, good work
 
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