1. #16
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    Hi DarkInk;
    I'm glad you liked it and I hope I can keep you interested througout the whole
    process. As I mentioned before, there are 4 of these characters in this series
    which are finally to animate a demo reel, in the direction of gameart.
    The poly count is 2276 quads and 486 tris which is barely touching the 5K
    limit after full triangulation, I hope!
    On your note about box modeling, you should really explore it. Very powerful
    feature and very poly effective, together with creasing and edgeloops. I use
    this to model ears and nose.
    I don't think there is a shortcut to symmetri, or I haven't heard about it, but
    it could be fun to have it somewhere more visible on the interface.
    Have a nice weekend!


  2. #17
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    Next character in this series is Tim. He weighs 2790 polys and was modeled
    the same way as Tara. Both body and head were separate zspheres which
    later were attached in Silo. My next step after rigging is to animate these
    two in a rhapsodical scene.
    stay tuned for updates!


    press1.jpg

  3. #18
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    Like the model. What engine do you plan on using it in? Because if it's 2790 poly's as quads of course it's going to be 5580 polys after triangulation. That's actually pretty good for certain mods like Far Cry and such but not too good for Blitz Basic or Game Studio, depending on the game and the market you're working towards. What I'm doing is pretty much everything in Zbrush and exporting at a level 3 subdivision and working on the mesh removing uneeded poly's from there on. It seems much easier to go down than to work up. Exporting from level 2 is cool too of course you'll have to adjust the layout which can be frustrating after the ease in Zbrush. I really want to see the end of this. Keep posting.

  4. #19
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    Thanks DarkInk! These characters are not gonna use any game engine, but
    rather a few animation tests to explore Zbrush integration into "game-style-
    lowpolyish" type of environments, including normal and disp. maps and later
    alpha/transparency maps. I'm gonna use Maya for this purpose. The idea of
    using Z2 solely for an animation has been very tempting and I finally decided
    to do something about it.
    The workflow you are suggesting, as to start from denser mesh and working
    downward, sounds kind of intriguing, I haven't given it much thoughts. There
    is one thing though that makes me buffle about this. When you work on a 2.
    level zif, you will have 8 segments along the Y axis which is the perfect
    count for lowpoly candidates, light and still shapey, but a 3. level zif will have
    16 segs, so there will be an awfull lot of polys to remove. I really wonder how
    to pull this off!
    You are more than welcome to use this thread and post your findings/anims if
    you wish to, It could be interesting!

  5. #20

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    Here is a small example. In the top models you see the high poly version cut here and there and exaggerated a bit to give the low poly version a little extra detail. When I export, I just have to do some cutting around the shoulders and such and the model is very manageable. I personally like to create high poly Soul Caliber/ Ninja Gaiden type characters. Maybe one day Microsoft will give me a call. snakey.jpg

  6. #21
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    That's a very interesting overbody! I can see clearly now what you meant
    about your workflow. Definitely gonna give it a shot. I tend to experiment
    a lot and I'm always open to all thinkable and unthinkable methodes. Cageing
    in a lowpoly character this way has surely it's advantages. Thanks for the
    input!
    Have a nice weekend all!

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