opinions needed for my model

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armor/noarmor - hands/head/torso suggestions please

this supposed to be marine a desert one but its turning to something else as i go ~~. My first model btw.
 

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that diaper looks lacking. The rest is fine so far.

I know what u mean, i've spend days figuring out how to make it, and i think now looks pretty good.
to bad the poly count wasnt even near 300-400 its 1k so far, and increasing..
 

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Is this meant for WC3? There is a ton of unnecessary detail in that model's geometry. Right now it has way too many polys. If you're intending this to go into WC3 you'll probably need to restart the mesh or cut down on the polys in this a lot :/ What program are you using?

yea, it is for w3, and yea after i complete the model, i've planed some 1-1.5 weeks of cutting of the unnecessary polys, there are lot of polys there, even the foot of the leg is there behind the armor, all that is not needed, it will save few hundred polys when i cut them, i needed the body so i can build the armor on it, im using 3ds max, what do u mean by restarting the mesh? like creating new one from scratch or its some more efficent way instead of cutting the unneeded polys
 

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Well, basically all of that stuff highlighted in red is WAY too detailed. You just need simple geometry plus a texture to make the same general effect. Also, the body looks pretty dense in geometry as well. And yeah, I meant to restart from scratch. Unless you can salvage this model down to a much lower polycount

Also, I suggest that you crop your images so that there isn't a sea of black space. And it's usually better to render your models on a neutral background.
 
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Well, basically all of that stuff highlighted in red is WAY too detailed. You just need simple geometry plus a texture to make the same general effect. Also, the body looks pretty dense in geometry as well. And yeah, I meant to restart from scratch. Unless you can salvage this model down to a much lower polycount

Also, I suggest that you crop your images so that there isn't a sea of black space. And it's usually better to render your models on a neutral background.

the body looks that way because i use Smooth function, im working it on editable poly, its quote squarish otherwise, i just used it to show the people the general model, now the parts you marked red, i know they are way to detailed, specially the foot, i thought of reworking the foot so i can get as less polies as possible, and because the legs are made from extrude command,
they got 2 faces, the one that u see outside and the one inner, and that can be deleted to, i estimated that from 1230 current polys, that it will drop to 800, when im done with the model, now whats the acceptable poly count for warcraft 3 model?
 
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Well, most units (depending on their priority and size in-game) can be, I guess, reasonably up to 2k polys. But a regular unit shouldn't be too much more than 1k I guess. And for your poly count, are you looking at the poly count or tri count?
Oh okay. Well I suggest you not use the smooth function if you're showing off a model meant for WC3. Accepted polycounts are kind of subjective and depend on the model itself. But yeah, all the unnecessary detail should get scrapped.
 
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i reduced the the model by 120 polys just from wielding few vertexes on the arm armor, i had that edge created, and it was producing alot of polys but that can be done with texture lol, but since i got 0 knowledge with texturing i thought that i needed that edges, oh well, its a hero model for my map, and i planed to make it scale 1.7 so its not really small, this supposed to carry a gun,but a sword would stack better ^^
i'll start deleting/weilding vertexes atm, the sooner the better ^^
 
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Okay, good luck! And for a first model, that is pretty good. Just not well-suited for WC3. But I'm sure you'll fix it up.

this going way to easier after so many days spend on 3ds max, oh well here is the poly count 844 ^^
and there are still more polys that need to be cut, i think i did it. i'll try not to add many polys with the hands and head and rifle or sword.
 

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