Well, not too much to say. Here is my first character model (as mentioned in the title). It's taken me quite a while to get everything done, but I have everything basically the way I want it now. In case you're wondering, it's for a game, so the level of detail is going to have to be reduced somewhat once I finish merging the face together. I would appreciate any comments, especially on the face, as I am trying to get this model finished asap.
(Oh, btw, sorry that I didn't do clay renders for this, if these renders aren't clear enough, I can do some clay renders later. Oh, and the jaw was slightly modified between some of the renders and the first image has two different styles of jaw because I needed the team to pick which one they liked better, in case you notice some slight differences.)
Well, that's what I am wondering about. I am obviously going to have to convert it back from Subds to polygons, but I was going to convert on a level of 1, so it maintained much of its smoothness and was still not obscenely high in polygons. I was then going to do some polygon reduction at this point. Or, should I convert back to polygons at a level of 0, reduce at the lowest base mesh possible, and either smooth or convert to subds and back to polys.
I dunno, I wish I didn't have to reduce the poly count, but I definitely have to.
Ok, so I shrunk the bottom lip a tad due to the comments of my team members, but I now I have a question. By shrinking it, I made an even larger gap between the bottom and top lip. What should I do so that he does not look like a gaping idiot? Is there a simple way to bring the two lips together without causing stretching? (take into mind that the base mesh lips are overlapping).
when you make a model for a game you never use the smooth, you want to have total control over your polygons and put them where you need them by yourself. so forget about subd's.
Well, considering that when I convert the subd back to polygons, it will be polygons and I will have control over them, I'm not sure I see what you mean.
Ok, if you meant that smoothing would make it a heck of a lot harder to reduce polygons, then you were right. I converted the entire model, with a helmet, back to polygons and the PC was basically 20k. My max budget for polys is 10k, so I'm in somewhat of a pickle. Here are some wires of the model. As you can see, the head itself is taking up a mass amount of polys, coming in at about 6k for both sides. Any tips for reducing the model, or should I use my base mesh and just add polys from there? Man, this is annoying lol.
Polygon limit for what? And yea, smoothing does seem to use way too many polygons, which sucks, since it makes it easier to achieve the effect that I was looking for.
Well, I'm basically done with the model, except for the fact that the head isn't merged. It's not being used for a game anymore, as I will have to actually create a model like DJBlazer was talking about. Do any of you have suggestions for what tutorial I could use to make a character in this manner? (I'm starting to wish I hadn't bought that GI tutorial)
Your comments will be appreciated, although I have a feeling you won't like this model. Oh well, here it is anyways.
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