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3 Dimensional Chat / Viking - Low Poly [WIP]

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Stora tomtefar
19
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Joined: 15th Mar 2005
Location: Göteborg, Sweden
Posted: 14th Aug 2006 21:26 Edited at: 14th Aug 2006 21:32
Well, I was thinking about making a game called "Sven - The angry viking" and found myself in need of a viking. So I made myself a low-poly viking using a reference image I've made i Paint, and of course Anim8or.

This is the reference image:


And this is the viking himself:


So what do you think?
I'll start to UV-map him after I've written this, but I think he looks rather OK for something as low-poly as this.

*EDIT*
I'll actually include the images this time. Hold on!

*EDIT2*
There we go!

www.godhatessweden.com

Good laughter!
dark coder
22
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Joined: 6th Oct 2002
Location: Japan
Posted: 14th Aug 2006 21:39
pretty good for a lowpoly char, but you should really chamfer those arms/legs/body as its the only thing that lets down the model, and with a good skin it will look very good .

Hallowed are the ori.
Stora tomtefar
19
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Location: Göteborg, Sweden
Posted: 14th Aug 2006 21:54
Uhm, how do you mean now?

www.godhatessweden.com

Good laughter!
Mucky Muck Ninja
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Location: im not entirely sure
Posted: 14th Aug 2006 22:18
He means that you should round out the body, legs, and arms. Add another edge in the middle of them and scale down the outside edges so that it is less boxy. It is a nice model, and I like the concept image a lot, looking forward to seeing a texture!

Stora tomtefar
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Location: Göteborg, Sweden
Posted: 14th Aug 2006 22:34
Oh, I see. Well, that's something I was thinking about, but I would like to keep it as low-poly as possible. He's not going to be so large on the screen either.
But when it comes to animate him, is it to my advantage to make the parts more round? Models I've animated before has been a major disapointment when it comes to animate.

I'll make a little rounder version to see how it turns out, but do you have any tips on how to modell him so he'll look good when he's animated?

www.godhatessweden.com

Good laughter!
Mucky Muck Ninja
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Posted: 14th Aug 2006 22:39
Just make sure that you have a couple edge loops at each joint of the body. And yes if the body and limbs were a little rounder I believe they would look better animated.

indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 15th Aug 2006 04:09
great effort to start with for a low poly model.
You kept the same style across 2d to 3d, well done.

Stora tomtefar
19
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Location: Göteborg, Sweden
Posted: 15th Aug 2006 13:35 Edited at: 15th Aug 2006 13:36
@indi
Thank you!


Ok, I've roughly UV-mapped him, and I took your advice and made him smoother, buy sub-dividing him and fix a some small details, and the result became something like this:


Is there anything worth changing before I start to animate him?

www.godhatessweden.com

Good laughter!
greenlig
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 15th Aug 2006 14:11
Nice model mate. I suggest making the texture a little less cluttered. If its a model thats only going to small on screen, that cloth texture migth get a bit cluttered...hard to explain. basically it wont look good. Maybe try a little more specific textureing? Like a belt, shirt, trousers? And maybe a little more cartoony, as thats what the eyes and the concept pic suggest.

Lol, take what you will from that. Its a great little model!

Regards,
greenlig

Blender3D - GIMP - WINXP - DBPro
dark coder
22
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Joined: 6th Oct 2002
Location: Japan
Posted: 15th Aug 2006 14:39
The uv co-ords at the armpits are stretched, moving the uv`s back a bit will fix that, and you should work on more textures than just the one pattern, i think you should only have that chainmail like texture on the top of the helmet, then the helmet rim have some sort of metal texture, then the clothes should be more realistic, its currently way too rushed imo.

And i also think you shouldent have 3d bobble eyes like that, as i think they make it look pretty bad, if you want big eyes i suggest making it on the face texture as that would give best results.

Hallowed are the ori.
Stora tomtefar
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Location: Göteborg, Sweden
Posted: 16th Aug 2006 17:16
Ok, here we go. I completely re-mapped him, and the result is this:



The big change is of course the texture. The face consist of but one texture: skin and eyes.
When it comes to the body, He now has pants, a belt, and shoes. I also fixed his helmet a little.

I know that the the texture is stretched at the armpits, but that occurs when I'm subdividing the model. I'm just going to leave it like that, if you don't mind?

Soo... Am I allowed to animate him, or is there anything else you find bad that needs improvement?

www.godhatessweden.com

Good laughter!
Xenocythe
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Joined: 26th May 2005
Location: You Essay.
Posted: 16th Aug 2006 18:04
Nice nice, I love it ^^

Applyby has Flies in his Eyes.
greenlig
21
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Location: Melbourne
Posted: 16th Aug 2006 23:25
NO!! YOURE NOT ALLOWED TO!!!

hahaha yer, you can animate him if you like

Think about the background he's going to be against too. If he will be mainly against dark colours, you might want to brighten the chain-mail up a bit so he doesnt get lost...Just an idea.

Looks good!!

Regards,
greenlig

Blender3D - GIMP - WINXP - DBPro
John H
Retired Moderator
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 17th Aug 2006 19:00
Got some stretching going on in a few areas but other than that very nice


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Stora tomtefar
19
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Joined: 15th Mar 2005
Location: Göteborg, Sweden
Posted: 17th Aug 2006 20:55
Ah, thank you. More positive comments than bad. I guess I've got the helpo I wanted here I'll start to animate right away! Thanks to ye all!

And, greenlig. Don't worry about that, I plan to use him i a winter landscape in broad daylight

www.godhatessweden.com

Good laughter!

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