Stan` Posted January 12, 2014 Report Share Posted January 12, 2014 (edited) V2 Edited January 12, 2014 by stanislas69 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted January 13, 2014 Report Share Posted January 13, 2014 Aren't these statutes really big? I think they can use some more polies in that case. The general shape is very nice though. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 13, 2014 Author Report Share Posted January 13, 2014 According to wikipedia :The average height of the moai is about 4 m (13 ft 1 in) high, with the average width at the base around 1.6 m (5 ft 3 in)across. These massive creations usually weigh in at around 12.5 tonnes (13.8 tons) a piece.How much polys do you expect ? Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted January 13, 2014 Report Share Posted January 13, 2014 I think that they are inherently low-poly in reality so having such in game is ok,but they should have an AO map to highlight the brow shadows.Enjoy the Choice 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 13, 2014 Author Report Share Posted January 13, 2014 I think that they are inherently low-poly in reality so having such in game is ok,but they should have an AO map to highlight the brow shadows.Enjoy the Choice Should learn how to make AO then. Quote Link to comment Share on other sites More sharing options...
LordGood Posted January 13, 2014 Report Share Posted January 13, 2014 Should learn how to make AO then.Enrique has a good tutorial pinned on the art forums, but it's a blender tutorial. :/ Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 13, 2014 Author Report Share Posted January 13, 2014 A0 version :Using Method 4 of this http://www.laurenscorijn.com/articles/ambient-occlusion-baking Quote Link to comment Share on other sites More sharing options...
Micket Posted January 13, 2014 Report Share Posted January 13, 2014 I think you should spend more polys making the chin and brow rounder. Shaping in the nose some more, adding in the slight shoulder partsI sketched a rough idea for what I think would be a nice amount of detail. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 13, 2014 Author Report Share Posted January 13, 2014 Better ? Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 14, 2014 Report Share Posted January 14, 2014 I think so Quote Link to comment Share on other sites More sharing options...
Micket Posted January 14, 2014 Report Share Posted January 14, 2014 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.maoi.zip 2 Quote Link to comment Share on other sites More sharing options...
wraitii Posted January 15, 2014 Report Share Posted January 15, 2014 I agree with Micket that it's too blocky so far, but I encourage you to do your own too, as we do want variations.if you know how to, perhaps create a very high-poly model with sculpt or textures to achieve a grainy "old granite" effect for the normal textures. Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 15, 2014 Report Share Posted January 15, 2014 Stan model has a lot of quads that aren't adding detail or roundness. Model topology is one of the trickiest parts of modelling but it can easily be the most important. Micket's one is looking good, could you please post a wireframe shot so Stan could take a look at how you distributed the geometry? Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 15, 2014 Author Report Share Posted January 15, 2014 Gonna fix the nose and round those edges. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 15, 2014 Author Report Share Posted January 15, 2014 Update Quote Link to comment Share on other sites More sharing options...
Micket Posted January 15, 2014 Report Share Posted January 15, 2014 I can see more edge loops have been added, but the nose looks as sharp as before. The loops on the forehead also seems underutilized.I would actually recommend cutting down the polycount, and rework the basic shapes. The nose shouldn't really need more than 4 edges across the ridge.made some minor adjustments, so here is a new zip.maoi.zip Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 15, 2014 Report Share Posted January 15, 2014 As you can see, micket topology is very good (as seen also in his animal models) where the polys are placed only where they're needed to remark forms and conform the shape even when there are some of them to make parts rounder. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 15, 2014 Author Report Share Posted January 15, 2014 I give up, I'm too dumb to do this model, been playing around with vertices, started from scratch, tried removing edges, tried doing the same topology as Micket, and that still sucks. Its even worse than the guy i showed you.This is getting me angry, And i never get angry. Take Micket's Quote Link to comment Share on other sites More sharing options...
feneur Posted January 15, 2014 Report Share Posted January 15, 2014 I give up, I'm too dumb to do this model, been playing around with vertices, started from scratch, tried removing edges, tried doing the same topology as Micket, and that still sucks. Its even worse than the guy i showed you.This is getting me angry, And i never get angry. Take Micket'sAnd how would that help you improve? I think from what I can tell that you have a good set of skills already, so I suggest you see this as a chance to develop them further 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 15, 2014 Author Report Share Posted January 15, 2014 And how would that help you improve? I think from what I can tell that you have a good set of skills already, so I suggest you see this as a chance to develop them further Then maybe I'll continue this another day. Its too late at night for now. I don't know what wrong with me, and organical looking things. I've had this problem before, on Talesworld Forum. The guy told me to learn how to draw, to model, and to texture, and that was it. Nothing productive.About Skills ? I don't think I have any compaired to the guys of your team Quote Link to comment Share on other sites More sharing options...
feneur Posted January 16, 2014 Report Share Posted January 16, 2014 Then maybe I'll continue this another day. Its too late at night for now. I don't know what wrong with me, and organical looking things. I've had this problem before, on Talesworld Forum. The guy told me to learn how to draw, to model, and to texture, and that was it. Nothing productive.About Skills ? I don't think I have any compaired to the guys of your team You have far more skills than I do, that's a start So keep at it, you need to do things which go beyond what you are comfortable with to improve your skills after all Quote Link to comment Share on other sites More sharing options...
Micket Posted January 16, 2014 Report Share Posted January 16, 2014 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 purposesIt's a bit hard to say more since it's just a front view. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 16, 2014 Author Report Share Posted January 16, 2014 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 purposesUntitled.pngIt's a bit hard to say more since it's just a front view.I'm sorry if I sounded a bit bitter, I guess I was tired. I need tips, but I also need something else that i couldn't find, maybe I'm using to much edges to start. I will try to improve my model with the image you've given me. Quote Link to comment Share on other sites More sharing options...
GunChleoc Posted January 16, 2014 Report Share Posted January 16, 2014 I'm glad you're taking this model up again. You do have talent If you should get frustrated again, take a break and start again another day. Ask for help when you need it. Quote Link to comment Share on other sites More sharing options...
RoekeloosNL Posted January 16, 2014 Report Share Posted January 16, 2014 @stanislas69 why dont you first finish your other projects and then try this again. and maybe you sould not take so many projects at ones. Quote Link to comment Share on other sites More sharing options...
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