PlaneShift
Fan Area => Fan Art => Topic started by: Shimala on July 20, 2007, 12:20:48 am
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I'd like to submit some models, however at the current moment i am done one and starting on another. This is a shield i made, if anyone wants to texture it for me i have made a template. here she is.
(http://i196.photobucket.com/albums/aa3/Shimala/shot1.png?t=1184892647)
(http://i196.photobucket.com/albums/aa3/Shimala/shot2.png?t=1184892690)
(http://i196.photobucket.com/albums/aa3/Shimala/shot3.png?t=1184892707)
(http://i196.photobucket.com/albums/aa3/Shimala/shot4.png?t=1184892756)
And here is the template if anyone wants it.
(http://i196.photobucket.com/albums/aa3/Shimala/sheildtemplate.png?t=1184892608)
Comments and complaints please. (hopefully not complaints :)
*This is the edited version due to the fact that i had waaaaaaaaaaay to many faces*
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1024 faces? Am I reading that correctly? :) Our shield/weapon items cannot be over 300 triangles.
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You should look into this thread here. http://hydlaa.com/smf/index.php?topic=28282.0 (http://hydlaa.com/smf/index.php?topic=28282.0) This the submitting models thread. It has some basic guidelines for summiting models. :thumbup:
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only 300? i'll try to cut it down ill havge to look at the requirements more. :oops:
*edit*
alright i cut it down to 242 faces (i had to start completely over to do this X-/) so please post comments or suggestions.
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That mesh still looks like it's really high-poly, especially because its center is so round. That shouldn't be possible at all. Double check that you only have 242 triangles in the mesh.
There's also a problem with the UV page, which doesn't really look efficient. You have a lot of wasted space at the top, first of all, then it doesn't have a front and back view, and you're also missing the UVs for those spikes in the middle of the shield. They should probably be mapped separately, so they're easier to approach by a texture artist. The shield mesh itself is symmetrical, but one side of your UV map looks skewed. If it is symmetrical, only map one half of the mesh and layer the other half over the first - this saves time and texture space.
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thnx for the suggestion, ill fix it up as much as i can.
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It looks extra round partially due to the fact that it appears to be constructed of 3 objects and the selected one is the only one being counted. Mesh 1 of 3 is selected. Selecting all should give a total face count.
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As she said, her model's got 242 faces. It's all quads, anyway, so it actually consists of 484 triangles.
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That is not a model made of 484 triangles :) I don't know what is being selected in those screenshots, but the shield mesh itself is much more high-poly than that.
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The shield is the only one mesh in the scene, the other two objects you see are a lamp and the camera. The shield is selected, as it's purple, and the header says Fa:242. Too few? Let's count in the UvMap!
(http://i119.photobucket.com/albums/o147/Radeoff/sheildtemplate.png)
44+44+33=121
The shield is simmetryc, so 242 polys. They're quads, so 488 triangles!
edit: ops, 484!
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less like 466 triangles.
do we see the wireframe? or the other side of the shield is hidden?
It also looks like the whole thing needs to have twosided faces, so the whole thing in CS has 932 faces ;)
Furher, shielbe should look like a 3D object, like it was filled with mater inside ;) not like you can look at it in certain angless and parts of it will be invisible, because they are 2D surfaces ;)
You use faces uneficiently, while in some places it looks like the faces are needed, in other the areas are too detailed in ralation to the previous. This is also because you work on quads, noit triangles.
A mesh made of triangles is always more efficiently built than made of quads.
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less like 466 triangles.
do we see the wireframe? or the other side of the shield is hidden?
It also looks like the whole thing needs to have twosided faces, so the whole thing in CS has 932 faces ;)
It seems that her shield is not double-sided, that's not always bad: provided a border, there's no need to have really two sides.
You use faces uneficiently, while in some places it looks like the faces are needed, in other the areas are too detailed in ralation to the previous.
I concur, topology's a total waste, I suggest to totally rebuild it with the retopo tool.
This is also because you work on quads, noit triangles.
A mesh made of triangles is always more efficiently built than made of quads.
Triangles are actually avoided in 3d, a triangle is a big trouble when dealing with modifiers (subdivision first). The reason they're used in games is that they will have the larger hardware compatibility.
Nico, why 466? I thought that a triangulation of a totally quads mesh would have brought twice the triangles.
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It seems that her shield is not double-sided, that's not always bad: provided a border, there's no need to have really two sides.
So the shield will be invisible looking from inside side? ;P hehe
Triangles are actually avoided in 3d, a triangle is a big trouble when dealing with modifiers (subdivision first). The reason they're used in games is that they will have the larger hardware compatibility.
Ah the weak-skilled people and in the end they dont care about efficiency ;> Of course i'm exaggerate.
Nico, why 466? I thought that a triangulation of a totally quads mesh would have brought twice the triangles.
Because most likely some faces there are already triangles, the 22 in the middle.
!! You mispelled my name! Now i need to Pk you ;P
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!! You mispelled my name! Now i need to Pk you ;P
What is so bad on being mistaken with a badass cop performed by Steven Seagal named Nico (http://en.wikipedia.org/wiki/Above_the_Law_%28film%29)? And you should PK some drug dealing punks instead, Nico! :P
P.S.: Couldn't resist regarding this pun ;)
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It seems that her shield is not double-sided, that's not always bad: provided a border, there's no need to have really two sides.
So the shield will be invisible looking from inside side? ;P hehe
Hey, magic can explain everything! :D ... As I never dealt with game developement, I forgot that the engine only will show faces when normals point to the observer hemyplan. That usually doesn't happen in other fields of cg, my fault! :)
Nico, why 466? I thought that a triangulation of a totally quads mesh would have brought twice the triangles.
Because most likely some faces there are already triangles, the 22 in the middle.
Ah, right, sure!
!! You mispelled my name! Now i need to Pk you ;P
And you've got reasons! :)
OT/
Raleigh, what problem have you got with Steven? He's the best martial involuntary comic on the screens!