PlaneShift

Fan Area => Fan Art => Topic started by: fearbane on February 23, 2006, 11:19:06 am

Title: low poly
Post by: fearbane on February 23, 2006, 11:19:06 am
some tries at low poly creatures...to bad i cant texture

336 triangle goblin
http://users.skynet.be/fb176859/336 tri goblin.jpg

870 triangle spider
http://users.skynet.be/fb176859/870 tri spider.jpg
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Post by: ArcaneFalcon on February 23, 2006, 12:15:44 pm
Those are actually quite good.  The goblin is pretty good for the amount of polys you put in it, and the spider, whether you meant to or not, is set up pretty well for rigging (in that your joints will have pretty good deformation).  Not bad.  For whatever you model next, try getting lots of reference (maybe even set up an image plane).  Keep up the good work.

:emerald:
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Post by: fearbane on February 23, 2006, 01:25:16 pm
not to sure about how polycount for a creature or a mob should be the less is always better i guess but it has to have some detail not to happy with the face of the goblin it should be rounded more but then i have a whole polyrow more i think

and the spider legs where ment to have the cuts to deform when rigged i pretty much know the basics for riging and skinning it but never actualy done it, and for a game model not sure bout how to do it just rig it and the program its used in set animations or build in several small animations that the program takes from the total animation to use
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Post by: Kiirani on February 23, 2006, 02:31:34 pm
The goblin looks more gnomeish to me, but that\'s just me :|

The spider is good :)
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Post by: Uyaem on February 23, 2006, 02:54:35 pm
I also like the spider a lot.
However, the body of a spider has only two segments, not three.
Not sure how close you want it to be like a spider from the real world though :)
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Post by: Wired_Crawler on February 23, 2006, 03:01:21 pm
I like the spider, although it looks rather like an ant with spider\'s legs - so it would be good (uncommon) creature for PS :P.
I think 336 trianges is too few for goblin, with 2x more polys animations would look better.
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and for a game model not sure bout how to do it just rig it and the program its used in set animations or build in several small animations that the program takes from the total animation to use
If I understand You correctly - if you plan to test those models in CrystalSpace (or PS) You need to prepare several independent animations of the same model/skeleton. It also depends on what modeling/exporting app You will use.
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Post by: fearbane on February 23, 2006, 03:01:48 pm
i figured if it was to be in a game hypoteticly the spider needed some sort of mouth -jaws it could attack with :)

tried makin a texture ---i need to learn alot about texturing lol
http://users.skynet.be/fb176859/textest.jpg
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Post by: LigH on February 23, 2006, 05:39:03 pm
Spider? Looks more like an ant. Spiders are often rather round than long.

But easily noticable. Nice work!
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Post by: defender43 on February 24, 2006, 06:52:06 pm
LigH, yes, but ants usually don\'t have eight legs. Except around Hiroshima. And other H-bomb test sites.

I like that spider. Looks... venomous.
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Post by: Farren Kutter on February 24, 2006, 09:49:50 pm
Add spiky ridges down the spider\'s back and give it bigger and stronger looking front legs and then it can be an awesome creature that would fit into PS.... In my opinion anyways, which, BTW, counts for naught.
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Post by: defender43 on March 04, 2006, 06:08:33 am
I think the spider would be improved if it was black, brown, or red. (You don\'t often see pink spiders...) I\'m afraid of spiders...