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Micket

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Posts posted by Micket

  1. In ambient light AO would probably look good, but it would look worse under sharper lighting instead.

    You should however add some margins to the baking there, there are hints of black lines (partly due to the unecessary number of UV-splits). Was it unwrapped like this before? It would probably look nicer if one tried to minimize seams.

  2. @stanislav

    Thanks, but unless the photos are near vertical, I can't do much else than to eyeball the sizes, which is what I've tried up until now.

    @enrique

    If you get some profile reference shots (and, preferably top or front view), that would speed up the process. Photos at even a slight angle are difficult to work with.

    Edit: Wolfhounds was easy to find, thanks to all the dog owners who just looove to show them off at dog shows. Perfect. Mastiffs are quite varied however, so I need help there.

    I did some tweaking, and unwrapped it. I'm calling it done now.

    Technically, this is a female shark, since I didn't model the two dicks (yes! there is two!)

    post-15430-0-67777300-1413052669_thumb.p

    greatwhiteshark.zip

    • Like 3
  3. Quads are better for perhaps highpoly modeling, since industry insist on using *only* Catmull-Clark subdivision algorithms for smoothing, which looks awful for triangles. (They might be slightly more convenient when cutting new edge loops as well, which is why I mostly use them whenever they appear naturally )

    But lowpoly models this just doesn't apply. Everything is going to converted to triangles before rendering in the game anyway. So if you have a piece of surface that really is triangular, don't be afraid to insert it. Basically do whatever you want to get a nice edge flow since that makes it easier to do smooth things.

  4. Well I really hope this hasn't been discouraging. My intents have only been to give constructive criticism, but I know I can come off as quite harsh.

    The only thing I can think to do is to try to give more tips. What I think is a common mistake is adding to much details, and then try to tweak things. To many control points and it becomes near impossible to work with it (unless you go for sculpting).

    I tweak a vertex, then check it from different angles to see that is gives the desired shape, then tweak it some more. Trying to make a somewhat smooth arc, like the chin, around 5 vertices is maximum, because otherwise its because to much work to readjust the surrounding vertices for every change and you end up with wobbly surfaces. It might even just be a subconcious thing, where one is avoiding making larger necessary changes because you're thinking about all the surrounding adjustments you'd have to do.

    I marked some things that I would have probably changed just for illustrative purposes

    post-15430-0-04186700-1389834370_thumb.p

    It's a bit hard to say more since it's just a front view.

  5. Actually, maybe your insistance on quads are limiting your options. The handles on the swords are a bit overdone, but round things (which are always tedious) can also be reduced, for example a typical case:

    post-15430-0-41469100-1389825145_thumb.p
    Even at fairly close distance you can barely tell the objects apart, and the left one has 84 triangles while the right one only has 36.

  6. I think you might be spending a bit to many polys considering how very small these will be in game.

    Also, you have plenty of ngons which you will need to work out (see corners of shields), or the will be converted to triangles automatically (and probably not as well as doing it manually). Quads are usually ok unless they are very distorted, but you have 10 corner polygons in some places.

  7. Well, actually, i hardly see any difference at all.

    Nose is to thick and short, several sharp regions that should be rounded (like the corner of the brow that should be more like a circle segment). Many edges seem wasted, and unevenly spread.

    I'm sorry if I come off as harsh, i don't wish to sound discouraging, and, well, there are many variations of the maoi statues. But some things, like in particular the rounded brow and the elongated nose isn't reflected in this model.

    I threw together my own model (surely we would want to keep multiple ones, since they have so much variations). I ended up at 408 triangles.

    post-15430-0-10255700-1389737947_thumb.p

    maoi.zip

    • Like 2
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