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3 Dimensional Chat / Ghost... thing.

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Bloodeath 6 6 6
19
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Joined: 5th Nov 2005
Location: Sierra vista in indonesia
Posted: 27th Mar 2007 04:03 Edited at: 27th Mar 2007 04:03
Another free untextured model i guess lol.

Poly count is 2880. not that bad considering, i guess. anyone around here could prolly top me, but im Starting character modelling, and i figured maybe atleast 1 person on the forums would be interested to see what im doing lol. probably not but still, anyways, attached a screenshot, ill post the model in a second.

You'll Know When You See It.

Death has no end

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Bloodeath 6 6 6
19
Years of Service
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Joined: 5th Nov 2005
Location: Sierra vista in indonesia
Posted: 27th Mar 2007 04:04
Screenshot 2, diff angle. if anyone even wants to attempt to texture this, be my guest

You'll Know When You See It.

Death has no end

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Bloodeath 6 6 6
19
Years of Service
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Joined: 5th Nov 2005
Location: Sierra vista in indonesia
Posted: 27th Mar 2007 07:15 Edited at: 27th Mar 2007 07:19
Bump?

EDIT,
I got the ghoul,wraith thing, w/e you wanna call it, into fpsc, and well, it lags it down like hell, must be my pc, Because bonds pack has minotaurs with 5k polies and he says it works fine, and i dont break 3k and fpsc goes to about 11fps

You'll Know When You See It.

Death has no end
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 27th Mar 2007 07:18
dont bump your own posts thanks.

think about where you could reduce unwanted and un-required polygons or in your current screenshots ngons (4sided).

Does it need to be that exact in the smooth angles, could you remove some edges between vertices and still look the same.

as an example the back area the arms and the mist torso could have less divisions of ngons and still appear the same.

Bloodeath 6 6 6
19
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Joined: 5th Nov 2005
Location: Sierra vista in indonesia
Posted: 27th Mar 2007 07:21
Yes i could probably remove alot of unneeded polys, but its not on the top of my to-do list, its just another model that will get no use, and just be put in a folder and never touched again. But im new at modelling, so everything im going to produce for like another year i think will suck.

But sorry for bumping my own thread, thats why i edited it with info, so i wouldnt get shot down lol.

You'll Know When You See It.

Death has no end
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 27th Mar 2007 07:33
Its probably wise to point out now at your modeling initiation to practice the principles from the get go.

Shadow heart
17
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Joined: 2nd Dec 2006
Location: US
Posted: 27th Mar 2007 07:39
i like it

reclaim your innocence not your pride
tyrano man
18
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Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 27th Mar 2007 09:45 Edited at: 27th Mar 2007 09:46
Yer It does look good; Bonds minatours are designed for X10; but will be available for V1; with the cost of lots of lag.

I would never go over 2.5k polys on a char; and by polys i mean triangles. If thats 2280 squares; it means if fpsc you'll have 4560 polys as triangles. (if my maths is correct).

Good luck Bloodeath; but cut down on using the smooth tool.
Tyrano


The Kalspher forums are now open!
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 27th Mar 2007 16:19 Edited at: 27th Mar 2007 16:22
No offense, but it seems its a box with an extrusion down, left, right and up, and then smoothed several times, followed be a few more edge/vertex extrusions...

Its fine if you're just learning modeling, just try to realize... that usually other forumers dont care much about how you're learning. Itd be like going to an art exhibition with a clay stick figure, you might think its pretty cool but chances are... not many people will look at it.

People usually post 1 of 3 things on this board:

1. To show off their low-poly modeling skills, showing how much effort they put into a model to keep it low poly so it will be suitable for a game, while maintaining a great look to it.

2. To show off their texturing skills, again, texturing a low poly model really well can make it look really high poly

3. To show off their high poly modeling. The problem with this is, since you dont have any restrictions as far as how many polygons you're using, people expect some serious quality and detail that could almost never be simulated with low-poly, unless intensive normal maps were used.

Hope that wasnt too harsh.

Venge
18
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Joined: 13th Sep 2006
Location: Iowa
Posted: 27th Mar 2007 17:09
Quote: "but it seems its a box with an extrusion down, left, right and up, and then smoothed several times, followed be a few more edge/vertex extrusions..."


That's how I make all my models...

Have you seen my sig?
I think it's been sig-napped.
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 28th Mar 2007 03:33
Venge theres a difference between taking the time to properly box model through extrusions rather than just selecting 4 faces, extruding them once or twice to different lengths, and then smoothing the heck out of them.

Bloodeath 6 6 6
19
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Joined: 5th Nov 2005
Location: Sierra vista in indonesia
Posted: 28th Mar 2007 05:05
Eghh i guess your right. i think it looks ok for a casual gamer, than a whole bunch of devs, im not gonna apologize becuase i suck at modelling, and even if thats what your implying, i could care less, ive been trying to model characters for like a day, and i thought it looked exceptionally good for 1 day of attempting, But i guess you guys will differ. so its ok. But just so you know, im not replying badly to you, thats not what im saying. lol, just a little defensive i guess

You'll Know When You See It.

Death has no end

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