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3 Dimensional Chat / Low Poly Human

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Jimpo
19
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Posted: 10th Dec 2007 16:55 Edited at: 10th Dec 2007 16:56
I've been working on a model for my game and managed to finish all but the hair. I'm happy with the results at 678 polygons, but something seems off. Looking at the posts on this forum, I'm sure I could get some quality pointers by posting.



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Alucard94
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Location: Stockholm, Sweden.
Posted: 10th Dec 2007 17:04
Seems abit boxy to me, might just be the screenshot though

SpyDaniel
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Posted: 10th Dec 2007 17:15
You'll never get that to animate correctly. The mesh will deform too much, you need to add more edge loops around the arms and legs.

Jimpo
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Posted: 11th Dec 2007 04:44 Edited at: 11th Dec 2007 04:44
I've added some more polygons to the arms and feet. I don't have much of an artistic eye, so any comments you have will help me improve.

Slight Update:


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Shell Shock
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Posted: 11th Dec 2007 15:33
Welcome, gentlemen, to Uncanny Valley!

In all seriousness, though, much better than I could ever do.
JimB
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Posted: 11th Dec 2007 17:27
I made a simple guide on starting a character model.
http://forum.thegamecreators.com/?m=forum_view&t=113406&b=3
JimB
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Posted: 17th Dec 2007 21:11
Oops it looks like I killed this thread,I seem to have an unhappy knack of doing that.
dark donkey
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Posted: 17th Dec 2007 21:43
Nah JimB. That image oh a human really helped me make a realistickish human model
John H
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Posted: 19th Dec 2007 10:31
Higgins is right, you need far more edge loops, especially in major joints, to give this character a chance to deform correctly. In games nowadays, even the most insignificant characters have a much higher polygon budget than you've allotted for this character. Take a look at this model, notice the good use of polygons, how they are distributed to areas where deformation will be heavy (elbows, knees etc...) also, notice how a strong texture can make even the simplest model look awesome!!



Keep it up, dont stop modeling, every model you make you learn something new!

Windows XP Pro x64 - ASUS P35 Platinum Mobo - nVidia GeForce 8800GTS 640MB GPU - Intel Core2 Duo E6750 @ 2.66GHz - 4GB DDR2 1066MHz RAM - Two Hanns-G HW194D Displays @ Duelview Configuration
Jimpo
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Posted: 21st Dec 2007 04:49
Thanks for all of the tips and examples. I'm just going to start from scratch with better use of polygons in mind. I'll post up some progress when I get the chance. Anything else to keep in mind?

AndrewT
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Posted: 23rd Dec 2007 15:00 Edited at: 23rd Dec 2007 15:00
Use a ref image of some sort. It'll help you keep the proportions correct.

http://www.the-blueprints.com has a lot of ref images.

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Jimpo
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Posted: 25th Dec 2007 18:12 Edited at: 25th Dec 2007 18:13
Ok, this has been redone from scratch, trying to follow the advice I've received. I'm much happier with how this one turned out, but I'd still like to get some of your opinions and pointers.


The model comes in at 1077 poly, and animates and deforms correctly.

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hessiess
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Posted: 25th Dec 2007 21:30 Edited at: 25th Dec 2007 21:31
very god for a second model. the hands are too flat though, if you use your hand as a refarance you will see that they should be slightly domed, the thumb should come down lower. also the eyes may be slightly too high, though it is imposable to be sure becouse the image is to small.

any particular reason for the green colour?

DevilLiger
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Location: Fresno,CA,USA
Posted: 18th Jan 2008 00:34 Edited at: 18th Jan 2008 00:36
reminds me of myself in the days. took me a year to get where i am.
well here's my pic and i'm not the best either. his name is Kai Sing and it's unanimated and untextured. about 1500 polys and triangulated too and his weapon is about 100 polys and untextured and unanimated, but triangulated.



Phosphoer
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Posted: 18th Jan 2008 07:22
Jimpo: That's quite an improvement from your first model, nice work!
Can't see any obvious improvements that could be made other than ones already mentioned.

The feet look a little odd but can't really tell with just a front view.

This is a random sentence about squirrels.

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