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#1 |
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User
Join Date: Dec 2006
Posts: 65
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This is my very first try at scratching a model. So plz be nice and give constructive comments.
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#3 |
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*****istrator
Art Director
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If you are considering this for wc3, then yes it has too many polygons. The proportions might be wrong, but they do work. It looks verry charismatic, actually.
__________________The one thing that really bothers me is the discontinuation of polygon flow at some areas, the knees in perticulair. When you are modelling for a game, you will want to try and keep most of the polygons in roughly the same size range, unless you have certain parts you know will be zoomed into, like a portrait. (if thats not done on a seporate model). In the knees, there suddenly are a lot of tiny polygons that you could easely do without. They disrupt the general polygon flow, and make your mesh look less smooth. I must say, for a first scratch model, not bad at all. Oh one more thing, i think you would be better off making the spikes on his back seporate parts and sticking them in there, reather then really making them a part of the mesh. Unless you want to go high-definition on this piece, wich i think you wouldnt. Last edited by erwtenpeller : 01-06-2007 at 11:59 PM. |
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#4 |
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I MUST BREAK YOU
Official Map Reviewer
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Looking really good, especially for a first try at a scratch!
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#5 |
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User
Join Date: Oct 2006
Posts: 249
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I like it it fits together well i personaly dont care about 'proportions' it looks nice and i think that..in time.. deserves a nice skin. Gj :)
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#6 |
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User
Join Date: Oct 2006
Posts: 133
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It looks quite good.
Against polys: make some things like the parts in red circles less detailed...I don“t think you will recognise these details ingame. Claws (blue circles) could be bigger imo. I am unsure about the rest, we have no scorpions here. Nice model! |
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#7 |
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♪♫
Modeling & Gallery Moderator
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get rid of those ngons (polygons with more than 4 edges).
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#8 |
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User
Join Date: Dec 2005
Posts: 2,163
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It's waaay better than my first one anywayz...
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#9 | |
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WWIAFTM!
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#10 |
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♪♫
Modeling & Gallery Moderator
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Actually, if you have a flat surface you can have a very messed up topology and it will still show as a plane (with mesh smooth anyway), so you can use that as an advantage. But in the rest of the areas yes, ngons are bad but not as bad as triangles when working with mesh smooth.
__________________If you have a pentagon and working low poly, then yes divide it into a quad and a triangle. Or it's best to find a way to turn it into a quad. Last edited by TDR : 01-07-2007 at 02:36 PM. |
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#12 |
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User
Join Date: Dec 2006
Posts: 65
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Why, thx all of you guys.
I will check all of your suggestions.In the mean time, I didn't actually planned to use it for wc3 because: 1.- I've no idea how to turn a .max file to .mdl or .mdx. 2.- I don't know how to put so many animations to one only model (like Move, Spell, etc.) but I can always learn from in here 3.- I'm a damn dumb at making textures with drawing programs. But I can learn it also or ask someone else to do it ![]() |
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#13 |
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User
Join Date: Dec 2006
Posts: 65
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NOTE: You have been redirected in order for our attachments to be made available to you. This will only last two minutes; these measures where taken to avoid hotlinking and bandwidth theft. To avoid these restrictions Log in or Register I fixed the model a bit. Resized pincers and fixed knees. And you wouldn't imaging the amount of polies can useless vertex make, even when they form no 'gons.
![]() EDIT: Perhaps I'll consider this for wc3. But i'd need an animator and a skinner... ![]() Last edited by Red-Bones Ghoul : 01-08-2007 at 12:26 AM. |
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#14 |
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♪♫
Modeling & Gallery Moderator
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You still have some nasty ngons. They will not render well in game engines, because they will be triangulated randomly and out of control therefore making the mesh look messy. So trust me, get rid of the ngons.
__________________Also add all the polygons to 1 smoothing group. Or just ad a smooth modifier (not mesh smooth, simply smooth) by the way, I also moved this to the modeling and animation forum since it needs a lot more work. Last edited by TDR : 01-09-2007 at 08:09 AM. |
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