PlaneShift
Fan Area => Fan Art => Topic started by: Frarda on December 16, 2004, 04:40:37 am
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I modelled the head of a Xacha female for kicks, should I do the rest of her? The head is exactly 200 polys.
EDIT: I\'m trying to keep my poly count withing PS engine limits, btw.
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Are those ears? o.o
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I don\'t think so... if you look at the Xacha female pic she has those though. I didn\'t put ears on, I\'d read character models should be around 1000 polys so I don\'t really have the budget for them...
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Can we see a wireframe, or at least edged faces?
:emerald:
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Yeah I can post a wireframe in a few.
EDIT: Here it is
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She has wings on her head! Nah heh would look cool if you finished detailing the head and those flaps were apart of a helmet.
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I\'d prefer not to change the concept of the character, I\'m just going by the pic in the character creation screen, though.
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Not bad for starters. About the only thing I would do is give the...flap things...some thickness. This day in age I think 2 sided faces are too dated to look good (in general, with some foliage being the only exception). Maybe you could make them 3 sided? Also, combining the verts at the end of the flap things to make them come to a point will save you a few polys. Not sure if it makes much difference to you.
As for making the rest of the character, I would highly recommend you do. Even if it isn\'t used in-game you will have done a decent bit of practice. If you do another biped after this one then I\'m sure you will notice a big improvement.
:emerald:
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Originally posted by ArcaneFalcon
Not bad for starters. About the only thing I would do is give the...flap things...some thickness. This day in age I think 2 sided faces are too dated to look good (in general, with some foliage being the only exception). Maybe you could make them 3 sided? Also, combining the verts at the end of the flap things to make them come to a point will save you a few polys. Not sure if it makes much difference to you.
Actually, thats exactly the way it is done, its just VERY VERY thin.
But I will make them a little thicker and see how it looks... I will also see if I can do ears in few enough polys for it to be viable....
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Actually, thats exactly the way it is done, its just VERY VERY thin.
Yeah, I thought I saw some edges on there. In this case then definitely make them 3 sided and thicker. They will look better and you will reduce polys.
:emerald:
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AFAICS, it\'s part of the hairdo, so either it\'s hair, or pieces of cloth (maybe affixed to the crown-thingy on the forehead). The males have similar things.
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Just a quick Q, do the chars in MB have each finger separately modelled? I never bothered to look.
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No. Their hands are just blocks.
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Another thing.... I want this model to be useable in game, whether it gets used or not doesn\'t matter, just that it could be popped in without trouble.
That character has a cloak in her pic... but if you ahve armor that shows over your character then the cloak would be inside the armor and pop through lower down... it\'d just look stupid, so, if the dev team were asking me to make this, would they want me to include the cloak or leave it out?
EDIT: Heres an update on the model, BTW.
I warn you that since the breasts are \"individually wrapped\" without a skin this could be taken as nudity....
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And for those of you who don\'t know what a Xacha Female looks like, here is the one and only concept image I get to work with :P
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P.S. if the links don\'t work for you try adding a space after the image name in the nav bar and then hitting enter.
The model is now 678 polys, and yes, I realise there is a smoothing error on the hair that needs to be fixed.
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I might have understood the Crystal space engine wrong, but i belive (from own experience) that it can handle WAY more polys pr model then 1000 ;)
Dont see where you got the \"I\'m trying to keep my poly count withing PS engine limits\"
from as only those making and testing CS knows this actual limit (may be wrong)
Also, i think i read somewhere how many polys the devs used at the characters they have now (Will edit and insert link to it later)
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I KNOW I read a thread somewhere that said character models were about 1k, 2k max but only if you were going on the extreme side.
EDIT: FOUND IT! Its in the 2d/3d contribution thread.
Quote from Arcane Falcon:
\"simple creatures or more complex objects should be around 400-800 polys, and characters should have 1k-2k polys (2k in some extreme cases, aim for 1k)\"
EDIT: Alright, I\'m almost ready to call this model done.
Go here to have a look at it: http://www.free-webspace.biz/hayward/ , click characters, and click Xacha Female (WIP), as I am sick of posting non working links :P
Any comments? Any suggestions as to where I should spend my last 46 or so triangles?
I still haven\'t had an answer of if I should include the capey cloaky thingy on the model....
EDIT: Did some reshaping over her, go have another look ;)
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Very impressive! I like it - i would spend some of the 54 tris on the hair to make it a little more interresting
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@ poly count: the problem isn\'t the engine\'s capacity, it\'s the number of models that need to be rendered simultaneously, adding all their polys together. That can cause severe lag in the client regardless of the engines theoretical capabilities. That\'s why the models need to be low on polys, so that even if there are loads of models, the rendering speed will not drop dramatically.
Originally posted by Frarda
Go here to have a look at it: http://www.free-webspace.biz/hayward/ , click characters, and click Xacha Female (WIP), as I am sick of posting non working links :P
There is no working image link on that site...
Originally posted by Frarda
I still haven\'t had an answer of if I should include the capey cloaky thingy on the model....
You sould not, though I\'m not a dev. The model should only contain the body, nothing else. Even the hair needs to be a seperate mesh so that it can be selected without having several models for each hairdo. The same goes for clothes and everything else that isn\'t the exact same for every char.
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Originally posted by Seytra
There is no working image link on that site...
Everyone else seems to find it, you just follow the links like I said, and the images are right on the page... I can\'t link anything but that URL to get to the site, as nothing is allowed to be hotlinked with that webhost.
If for some reason you click a link and you get \"page cannot be found\" errors because of a wierd browser or something put a space after the URL and hit enter, then the page should load right, has to do with the hotlink stopping measures.
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I wouldn\'t call FireBird a \"weird\" browser, and I did follow the link like you said. Adding a space didn\'t help, since I could already access the page, just not the images on it. None of them. I get the \"image missing\" filler off my browser for each image.
I found out why it doesn\'t work: it\'s because the final slash before the image name is replaced by a combination of symbols (probably a meta-character that is supposed to work like a slash but doesn\'t in all cases, or UTF-8 / ISO- charset issues maybe). Like this:
http://www.free-webspace.biz/hayward/characters%5CXachaFBig.jpg
instead of:
http://www.free-webspace.biz/hayward/characters/XachaFBig.jpg
So it works by copy/pasting the link and correcting it manually each time, but you might wish to check the source code of your site since I\'d be surprised if I\'d be the only one getting this error (especially in the long run).
Anyway, on the topic: you have modelled the boots with the model, which shouldn\'t be done, since they will change with whatever the player makes their char wear, including bare feet. Also, the hair should be omitted and made into a separate mesh, along with the wingy-like protrusions unless they\'re always the exact same (i.e., genetic, not fashion).
Also, there is this sharp edge running down the center of the body on both front and back (probably where you mirrored it), which looks very unnatural. Maybe you can get rid of it by making the surfaces even? Otherwise, maybe you can spend a few more polys on the nose, as it\'s just pyramidal ATM.
Otherwise it\'s looking well. :)
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Originally posted by Seytra
I wouldn\'t call FireBird a \"weird\" browser, and I did follow the link like you said. Adding a space didn\'t help, since I could already access the page, just not the images on it. None of them. I get the \"image missing\" filler off my browser for each image.
I found out why it doesn\'t work: it\'s because the final slash before the image name is replaced by a combination of symbols (probably a meta-character that is supposed to work like a slash but doesn\'t in all cases, or UTF-8 / ISO- charset issues maybe). Like this:
http://www.free-webspace.biz/hayward/characters%5CXachaFBig.jpg
instead of:
http://www.free-webspace.biz/hayward/characters/XachaFBig.jpg
So it works by copy/pasting the link and correcting it manually each time, but you might wish to check the source code of your site since I\'d be surprised if I\'d be the only one getting this error (especially in the long run).
Its a free host, that character code isn\'t in the source, it must be part of the non-hotlinking system. Which means unfortunately there is no way for me to fix that... but maybe I can come up with something that\'ll help firebird browsers :)
Originally posted by Seytra
Anyway, on the topic: you have modelled the boots with the model, which shouldn\'t be done, since they will change with whatever the player makes their char wear, including bare feet. Also, the hair should be omitted and made into a separate mesh, along with the wingy-like protrusions unless they\'re always the exact same (i.e., genetic, not fashion).
I started this model when MB was around, and in MB its NOT like Morrowind where items change your appearance. However, when CB is out, if it DOES work like Morrowind, fixing those little details is no problem at all, wouldn\'t take me long to fix it.
Originally posted by Seytra
Also, there is this sharp edge running down the center of the body on both front and back (probably where you mirrored it), which looks very unnatural. Maybe you can get rid of it by making the surfaces even? Otherwise, maybe you can spend a few more polys on the nose, as it\'s just pyramidal ATM.
Otherwise it\'s looking well. :)
I will stick a few more polys on the nose, I agree.
The \"seam\" running down the center is because it is actually two meshes, I made one \"half\" of the character with a \"mirrored instance\" to see what the whole thing would look like. Once I am happy with the mesh I will \"weld\" the two together and the \"seam\" will disappear.
EDIT: I still really need to talk to a dev about this... Come on someone must read this thread! Talk to me here!
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You know I never even thought to ask.... What is PlaneShift\'s autosmooth threshold?