Rank do you have any models where you start off small and then you get to work with more and more?
That would be pretty cool to see.
I have about three models I've made so far
none of which I really feel like showing off
they are the suck
I'm just now about to start up on my second class in modelling, where we learn to model characters and organics
the last class I took was this summer, intro to 3d
and it was a clusterfuck
fired the teacher three weeks in, brought in this other guy that was damned good at what he did but just stood around for four weeks, throwing our curriculum out the window and talking about how he worked with george lucas and shit, then left us with the maya teacher who doesn't speak good english and doesn't know how to teach max. Then the last four weeks we got this dude that was one of the leads on Forza who came in and taught us some basics and all in all it was a clusterfuck and I should have taken it again, it was offered for free to us because it was such a mess, but I had just spent twelve weeks trying to learn it, I didn't wanna do it all over again.
Luckily, the lead artist on our game team has been teaching me some shit. I'll have stuff to show off later, but right now I'm a goddamn novice at 3d. I know the theory, but I'm shit for practical application so far.
Rankenphile on
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Blake TDo you have enemies then?Good. That means you’ve stood up for something, sometime in your life.Registered Userregular
edited December 2009
That's cool dude, I just thought it would be pretty interesting to see models start off really basic and then grow in complexity.
I can do 3D in solid works but I'm guessing maya and other 3D programs for actual art use rather than science use would model completely differently.
they're all proper models with a bit of photoshop for the backgrounds and stuff, they were going to be used for a quake wars mod but that game was pretty much DOA and they gave up. Point is they're low count enough to be used in a game.
What's the minimum number of polygons one could use to make a human model?
I'm just curious how basic you could go.
Six for the head, for the torso, for the legs, and for the arms.
So 36?
Just for perspective, Quake 1 engine player models are usually under 200 polys, Q2 engine games tend to hang around 400, and Q3 is generally about 1000-1500 at the high LOD. If you're using skeletal animation, you generally don't want to dip below 900, since vertex animation tends to look better and is usually viable at that low a polycount.
Modern fighting games tend to have their characters at about 10,000, I believe, while shooters with more people on-screen and close up tend to be around 5000.
How do they work? Is it direct access to the mesh as opposed working on revoltions and solid additions and subtractions?
Solid addition and subtraction (Constructive Solid Geometry/CSG) tends to be how you make maps in BSP-style engines like Quake or Unreal. Models are generally made by making N-sided polygons and extruding them, then triangulating them. For areas where more precise edge flow is needed (i.e. the "creases" need to be placed precisely), such as bare shoulders and sexy, sexy butts, some artists even prefer to place vertices in space and then manually build faces from them, three at a time.
Defender on
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RankenphilePassersby were amazedby the unusually large amounts of blood.Registered User, Moderatormod
Nero: 500 tris character and 147 weapons, 128x128 diff and alpha + 64x64 weapon.
Altair: 667 tris, 256x256 diff and alpha.
Ryu Hayabusa: 498 tris character and 109 weapons, 128x128 diff and alpha + 64x64 weapon.
Seriously look at how packed those textures are. Almost no wasted space. And these are all in the 600-700 range, including weapons. Insane!
i need to learn how to do that shit. just basic modelling and texturing. i learned rudimentary 3dsmax when i was 12 but i think i'd have a better grasp of it now
EDIT: DON'T STEAL MY THUNDER, YOU THUNDER-THIEF. Also, chocolate thief.
Man, I'm viewing this in small window and I was staring at those thinking that they must be the high poly versions and just look a bit grainy from the resize.
Ooh I have another question on 3D modelling? Can it be driven? i.e. parametric style?
i need to learn how to do that shit. just basic modelling and texturing. i learned rudimentary 3dsmax when i was 12 but i think i'd have a better grasp of it now
EDIT: DON'T STEAL MY THUNDER, YOU THUNDER-THIEF. Also, chocolate thief.
Man, I'm viewing this in small window and I was staring at those thinking that they must be the high poly versions and just look a bit grainy from the resize.
Ooh I have another question on 3D modelling? Can it be driven? i.e. parametric style?
There is a program called Animation:Master which was the shit around like...2000? I haven't really followed it too much since then. But anyway, yeah, it sorta did that. Other programs like Max and Maya do it to, but A:M was really known for not crashing every goddamn time you blink. Basically what it would do is let you place control points and make splines, so you ended up with all these curvy patches. At any time, you could then tell it how many subdivisions you'd like in the patch. This is now a common feature, but back then there weren't many programs that supported this type of thing without also being crashy bugfests.
However, you still need to be a good artist to make the patches pretty and efficient.
Defender on
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nevilleThe Worst Gay(Seriously. The Worst!)Registered Userregular
edited December 2009
Fuck this, I quit video games.
I'mma go be a professional hobo.
Who here is hiring?
Posts
http://www.audioentropy.com/
what's the polycount, out of curiosity
I've been reading a lot about lowpoly modelling theory and shit lately, its interesting as hell
especially since I don't know how to model for shit right now
but the version the normal map was made from was over 1.5 mil
most of the models we have been building, we've been given a 1500 tri limit
teaches us how to really start out with the low-poly design in mind
way easier to go up then down
That would be pretty cool to see.
Satans..... hints.....
all baking your textures down to 64x
good times
Not with that kind of negative attitude it can't.
http://www.audioentropy.com/
I have about three models I've made so far
none of which I really feel like showing off
they are the suck
I'm just now about to start up on my second class in modelling, where we learn to model characters and organics
the last class I took was this summer, intro to 3d
and it was a clusterfuck
fired the teacher three weeks in, brought in this other guy that was damned good at what he did but just stood around for four weeks, throwing our curriculum out the window and talking about how he worked with george lucas and shit, then left us with the maya teacher who doesn't speak good english and doesn't know how to teach max. Then the last four weeks we got this dude that was one of the leads on Forza who came in and taught us some basics and all in all it was a clusterfuck and I should have taken it again, it was offered for free to us because it was such a mess, but I had just spent twelve weeks trying to learn it, I didn't wanna do it all over again.
Luckily, the lead artist on our game team has been teaching me some shit. I'll have stuff to show off later, but right now I'm a goddamn novice at 3d. I know the theory, but I'm shit for practical application so far.
I can do 3D in solid works but I'm guessing maya and other 3D programs for actual art use rather than science use would model completely differently.
Satans..... hints.....
I'm just curious how basic you could go.
Word.
Six for the head, for the torso, for the legs, and for the arms.
So 36?
Satans..... hints.....
they're all proper models with a bit of photoshop for the backgrounds and stuff, they were going to be used for a quake wars mod but that game was pretty much DOA and they gave up. Point is they're low count enough to be used in a game.
kpop appreciation station i also like to tweet some
Terrible stuff:
http://img.photobucket.com/albums/v143/Urgel/model%20projects/Plasmapistol03.jpg
http://img.photobucket.com/albums/v143/Urgel/model%20projects/bigthing004.jpg
http://img.photobucket.com/albums/v143/Urgel/model%20projects/orbassault.jpg
http://img.photobucket.com/albums/v143/Urgel/model%20projects/orbassault.jpg
heh
well, most low-poly models actually go by tris (all polys are divided into triangles when they're exported into game engines, for the most part)
so this is a good site to see examples
http://boards.polycount.net/showthread.php?t=41232
this, for example, is like 351 tris and 1 256x256 texturemap
that's fucking mindblowing
a really really good model
so are some of these
these are mostly so amazing because I can't tell you how hard this shit is to do
Just for perspective, Quake 1 engine player models are usually under 200 polys, Q2 engine games tend to hang around 400, and Q3 is generally about 1000-1500 at the high LOD. If you're using skeletal animation, you generally don't want to dip below 900, since vertex animation tends to look better and is usually viable at that low a polycount.
Modern fighting games tend to have their characters at about 10,000, I believe, while shooters with more people on-screen and close up tend to be around 5000.
Solid addition and subtraction (Constructive Solid Geometry/CSG) tends to be how you make maps in BSP-style engines like Quake or Unreal. Models are generally made by making N-sided polygons and extruding them, then triangulating them. For areas where more precise edge flow is needed (i.e. the "creases" need to be placed precisely), such as bare shoulders and sexy, sexy butts, some artists even prefer to place vertices in space and then manually build faces from them, three at a time.
go through that thread
there's an Altair model in there that is amazing
EDIT: DON'T STEAL MY THUNDER, YOU THUNDER-THIEF. Also, chocolate thief.
guess i know what i'm doing for the next few days instead of studying
e: holy SHIT
those textures are sexy as hell
who did those
that is retarded
god damn it I want to know how to do that so bad
I hire based on balls alone.
8-)
http://genci.deviantart.com/art/Low-Poly-Collection-77211173
Stats, according to that page:
Nero: 500 tris character and 147 weapons, 128x128 diff and alpha + 64x64 weapon.
Altair: 667 tris, 256x256 diff and alpha.
Ryu Hayabusa: 498 tris character and 109 weapons, 128x128 diff and alpha + 64x64 weapon.
Seriously look at how packed those textures are. Almost no wasted space. And these are all in the 600-700 range, including weapons. Insane!
Man, I'm viewing this in small window and I was staring at those thinking that they must be the high poly versions and just look a bit grainy from the resize.
Ooh I have another question on 3D modelling? Can it be driven? i.e. parametric style?
Satans..... hints.....
that is definitely not "basic" modelling
There is a program called Animation:Master which was the shit around like...2000? I haven't really followed it too much since then. But anyway, yeah, it sorta did that. Other programs like Max and Maya do it to, but A:M was really known for not crashing every goddamn time you blink. Basically what it would do is let you place control points and make splines, so you ended up with all these curvy patches. At any time, you could then tell it how many subdivisions you'd like in the patch. This is now a common feature, but back then there weren't many programs that supported this type of thing without also being crashy bugfests.
However, you still need to be a good artist to make the patches pretty and efficient.
I'mma go be a professional hobo.
Who here is hiring?
1998 ya'll