Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / How low can you go?

Author
Message
Manic
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 2nd Jan 2006 21:01
well, i usually produce 2500+ poly models, with a fair bit of detail, so for something different, earlier today i decided to challenge myself to make a whole character with a budget of less than 400 polys, with texture and rigging... just to see if i could, and what it'd come out like...

i managed to get 374 polys, and was planning on releasing it to the community, but i found the rigging job i did was so bad, its embarrassing! i can still upload the static mesh if people want to have a go at rigging it themselves tho

I know there's already a challenge thread, but as very low poly modelling is pretty quick, i'd like to see if anyone else wants to give it a go. Just try and make whatever you like, with as few polys as possible!

comments/questions welcome, but i really want to see what everyone else can do with a very small budget.

Manic

I don't have a sig, live with it.

Attachments

Login to view attachments
Dodic
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 2nd Jan 2006 21:03
your humain model is great , i really think you should animate it to walk/run and give it to us all ...


RisTar_sn
19
Years of Service
User Offline
Joined: 15th Jan 2005
Location:
Posted: 2nd Jan 2006 21:19
low poly modeling its not just about getting the smallest polycount no matter what , its about making the polycount as low as u can while keeping the quality of the model high . if you want u can reduce the polycount so much and the character will still look ok but we model to rig and animate , and if u reduce the polycount in the wrong areas the rig will be bad . so the secret is to keep only the polys that are usefull for the rigging process and for the look of your model . i konw it has nothing to do with the challenge but i think that ppls should create good looking models and not low budget one . think about guys , cause every thread that i see one of you is making comment about the polycount and its just not the only thing that matter ..
Heckno
20
Years of Service
User Offline
Joined: 8th Sep 2004
Location: Palm Coast, FL
Posted: 2nd Jan 2006 21:33
2500 ish is perfect for a darkbasic human(iod) type character....

<400 is quite frankly a waste of time because the quality will suffer as RisTar_sn said...

If you gonna make a challange, give a range of say 1500 or less.... and bonus points for rigged animation...
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 2nd Jan 2006 22:43
lowest polygon model I've ever made was 1 poly, beat that!

Seriously dude, I can't really get below a thousand without loosing unecessary quality

"I want to put a bullet through my head everytime I think of you!!!"- Slayer
Insanity Complex
19
Years of Service
User Offline
Joined: 16th Sep 2005
Location: Home
Posted: 2nd Jan 2006 22:45
My low quality char was 2300 polys...lol. So trying to stay below 400 with characters sounds insane.

Raise your god again, they don't give a damn. (Coal Chamber)
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 2nd Jan 2006 22:46
Quote: "So trying to stay below 400 with characters sounds insane"


So wouldn't being insane be your job Insanity Complex?

"I want to put a bullet through my head everytime I think of you!!!"- Slayer
Insanity Complex
19
Years of Service
User Offline
Joined: 16th Sep 2005
Location: Home
Posted: 2nd Jan 2006 23:10
cmon now, that was uncalled for, but yes yes it would be.

Raise your god again, they don't give a damn. (Coal Chamber)
Manic
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 3rd Jan 2006 00:03
hmm, i spose i should have posted a wire too.

i did keep the bare minimum for half decent deformations, such as 2 edge loops for knee/elbow joints (altho, looking at the wire now, i'm missing loops for the top of the legs where they meet the pelvis). As i said though, this was just a challenge to see if i could do it

RisTar_sn: yeah you're right, people do get hung up on poly counts a lot. in some cases they're not as important as vert counts, especially when the UVs have been messed up, and even more so if they're intending to use vert shaders.

anyway, like i said, i just wanted to see if i could really... here's the wires

Manic

I don't have a sig, live with it.

Attachments

Login to view attachments
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 3rd Jan 2006 00:11
well with bump, normal and displacement mapping you can make him look like a 2000 poly model , just get out ZBrush and you can do that

"I want to put a bullet through my head everytime I think of you!!!"- Slayer
IanG
20
Years of Service
User Offline
Joined: 25th Sep 2004
Location: Cyberspace
Posted: 3rd Jan 2006 00:40
providing he can use zbrush - its really a program that requires a tablet (smiles and pats a4 tablet )


amd athlon xp 2600+,1280mb,FX 5200 128mb,200gb,xp pro sp2
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 3rd Jan 2006 00:43
but still its good to use, I got a great ZBrush starter tutorial with a magazine, it turns a low poly model like that one above and turns it into an awesome model

"I want to put a bullet through my head everytime I think of you!!!"- Slayer
Joh
20
Years of Service
User Offline
Joined: 5th Jul 2004
Location: Malaysia
Posted: 3rd Jan 2006 04:01
Character+Gun - 300 tris. Initially made for mobile/handheld game.

Attachments

Login to view attachments
John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 3rd Jan 2006 04:15
Just goes to show what nice textures can do


Join Our Forums and get game updates faster!
Insanity Complex
19
Years of Service
User Offline
Joined: 16th Sep 2005
Location: Home
Posted: 3rd Jan 2006 15:47
@Joh and Manic:

The texture sure does make the model...lol.

Raise your god again, they don't give a damn. (Coal Chamber)
Manic
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 3rd Jan 2006 17:29
cool joh, thats what i was after with this thread, just to see what could be done.. even if there isn't a real point to it all


I have got a tablet (sadly only a A6 graphire 3 tho), so i could use z brush.. but i don't have it.

Manic

I don't have a sig, live with it.
Joh
20
Years of Service
User Offline
Joined: 5th Jul 2004
Location: Malaysia
Posted: 3rd Jan 2006 20:28
cool.
I dont think its pointless. Its good way to start modelling. Work with the limited polys, fiddle about to understand the shape you are tryin to achieve, play around with different uv configurations. Its alot more responsive working at a lower level. Then build up the model slowly. Adding only important areas first, like where to slice things up for better joint deformation, etc.
You don't have to start at extreme levels. You could first try a model under 1k. Then build it up to 1500 upto say 2500. Keep the different versions to compare. At the end of it, you would also have 4 LODs.
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 4th Jan 2006 09:22
haha my people! I learned how to model people from a retro group of guys that made quake 2 models. Quake 2 models would never be over 900 polies unless you were like freakin insane. My earlier models are around 300-700 range. No matter how much i try ive never gone above 1200 . I really do try tho to make a high poly model. and i just cant help but notice "this one part that could be reduced and still look good". just gets me in that annoyin spot

formerly KrazyJimmy
IanG
20
Years of Service
User Offline
Joined: 25th Sep 2004
Location: Cyberspace
Posted: 4th Jan 2006 11:19
Quote: "I got a great ZBrush starter tutorial with a magazine, it turns a low poly model like that one above and turns it into an awesome model"


what magazine? 3d world by any chance


amd athlon xp 2600+,1280mb,FX 5200 128mb,200gb,xp pro sp2
Manic
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 4th Jan 2006 11:51
odd mind: that's lucky i think, if you can spot optimization constantly. All you need now is to switch that bit of your brain off when you're adding in detail!

I don't have a sig, live with it.
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 5th Jan 2006 00:55
Thats the hard part -_-... no matter how high i think im going to go... i just cant get over like 1300 tops

formerly KrazyJimmy
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 5th Jan 2006 00:57
Quote: "i just cant get over like 1300"

Not even if you go insane on subdividing

"I want to put a bullet through my head everytime I think of you!!!"- Slayer
Insanity Complex
19
Years of Service
User Offline
Joined: 16th Sep 2005
Location: Home
Posted: 5th Jan 2006 01:15
Subdivision is a good and bad thing...lol, but you can easily get over 1300 with subdivision. I got to like 86k in Wings before my window froze up and messed with my comps performance and let all general computer hell loose...I was just seeing how high I could go.

@sepp:
offtopic here, but oh well. Why don't you have a Wings specific forum on your message board? Shame...lol



http://3dunited.50megs.com -under heavy construction.
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 5th Jan 2006 01:29
I could do, I'll prolly will if I end up making wings tuts.

86k is kinda my limit too, and well my half done black dude is 46k, lol, I'll have to unsubdivide him a little if I want to get him finished. But if you use ZBrush, you can has millions of polys on a model without a glitch, I think it was millions

"I want to put a bullet through my head everytime I think of you!!!"- Slayer
Manic
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 5th Jan 2006 10:36
zbrush is made to handle that many working polies tho. programs like max (mine tends to lock up around 200k, i don't want to test it and give you a proper number) prefer to have a low poly working model, and then have a different render sub-D level.

I don't have a sig, live with it.
Mucky Muck Ninja
21
Years of Service
User Offline
Joined: 4th Sep 2003
Location: im not entirely sure
Posted: 6th Jan 2006 01:32
Blender crashed for me when i subdivided a mesh past 140k. It partly depends on your machine i think tho.

Im sick of Master Chief soo...ooga booga!!
Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org
Epimetheus
21
Years of Service
User Offline
Joined: 5th Oct 2003
Location: Naples, Florida
Posted: 6th Jan 2006 02:38 Edited at: 6th Jan 2006 02:38
This is probably the lowest poly character I have ever made:



994 polies, but thats about as low as I can go without messing up it's ability to be animated.

Login to post a reply

Server time is: 2024-11-27 10:00:23
Your offset time is: 2024-11-27 10:00:23