[QUOTE=mr apple;36359903]Uh what? He talks about wanting to get into the game industry, I assumed his character was low poly because he said it was 15k tri's, and the fact that he's got tri's all over the place which would make it harder to sculpt.[/QUOTE]
He's referring to the low-poly zombies he quoted.
I actually like the models, they are pretty nice. I especially liked the serpent thing.
you could reduce some poly's on the leg things
those half spheres/bolts or whatever on that leg armor thing could be turned into pyramids and those tiny straps or whatever on her legs can be reduced to one face(?) because it's not really big enough to warrant having 3/4 faces
course i'm not a modeller though
....
I have no words for the amount of stupidity this thread have seen, I tried to look up the ultimate facepalm on google, but nothing came close.
From my 3D modeling experience the model isn't flawed, of course the poly count could be reduced, but there really isn't any unnecessary polygons.
The model seems high-poly, but 15k poly count is nothing. It could be twice the amount and over 100 copies, and our current gen engines would be able to run it smooth as butter.
IMO; considering the model is quite nude, the poly count is necessary, as when making a nude female character one want to have the curves as smooth as possible, without meshsmoothing it to hell.
When it comes to the female figure, I think it looks great, she got hips and solid legs.
There's nothing wrong with the figure. But Of course; if Ryu himself has the same opinions as a couple of people in this thread, and decides to go with that.. That would be great as well.
The female figure is different from each person.. And each person sees the female figure differently.
If some find it beautiful for a female to have a 2 meter wide hip, that person is allowed to.
Why does this porn-elf have the polycount of an original xbox game if it's for current gen?
Why not go by, say, Naughty Dog standards and use up to 35,000 for her?
[QUOTE=Rusty100;36351660]but its painfully obvious that you only moved away from those things because of the backlash you got and are still exactly the same as you were before and you are still making half nude elves that look like susan coffey[/QUOTE]
Can't you just not be an ass and come in here only because Ryu-gi has a somewhat sinister background on Facepunch? He clearly said he moved away from rape, as far as I can remember he himself said he has been in therapy, so I think you should stop the bullshit too.
y u no model guns, model guns dammit!
[QUOTE=TonyP;36407931]Why does this porn-elf have the polycount of an original xbox game if it's for current gen?
Why not go by, say, Naughty Dog standards and use up to 45,000 for her?[/QUOTE]
Can you please stop? I feel really bad for Ryu here, although his concept on armor may be a bit wonky, he's a really good modeler and I feel bad that only half the people who post here really care about giving him advice.
[QUOTE=TonyP;36407931]Why does this porn-elf have the polycount of an original xbox game if it's for current gen?
Why not go by, say, Naughty Dog standards and use up to 45,000 for her?[/QUOTE]
Uh, 45,000 tris? Are you fucking kidding me? It looks fine the way it is, he doesn't need to add a shit-load more polygons for no reason.
[editline].[/editline]
Wait, weren't you the guy who had a 43200x21600 texture for an Earth model you only rendered from a distance?
[QUOTE=TonyP;36407931]Why not go by, say, Naughty Dog standards and use up to 45,000 for her?[/QUOTE]
Since I intend to port Selene over to Gmod eventually, I'm taking the Source Engine's limitations into consideration-character models in source can't go any higher then 25,000 polys, and even then, that many polys is usually unnecessary. That's why I was aiming for staying around 15,000 polys.
Also, even though it's not 3D stuff I thought I'd post this here, as I do plan on modeling her in future. It's a rough sketch of a new character I'm working on, who exists in Selene's universe. Her name is meant to be a tribute to Ivy Valentine of Soul Calibur fame.
Yes, I know there's a lot of wasted space in this picture, I was originally going to put a drawing of her mace, but I wanted to fiddle around with the design a little more first.
Her outfit is meant to be the Alchemy Institute's school uniform. I designed it with the intent to keep it unisex, so that male students could also wear the same outfit. In the male version,however, the pants are baggier.
Her Bio:
[quote]Anna Graduated top of her class from the Institute of Alchemy, the youngest person in the school's history to do so. Despite this, or as a result, she has a bit of a Napolean Complex-Because she's the youngest (not to mention shortest) She has a tendency to be over-the-top in trying to convince others of her skills.
She didn't get top of her class for no reason. Anna is obsessive when it comes to her work, bordering on, and on may occasions crossing, into mad scientist territory. (Complete with fits of maniacal laughter.)[/quote]
[IMG]http://fc06.deviantart.net/fs71/i/2012/172/5/3/annabelle_update_by_ryu_gi-d54dmub.jpg[/IMG]
[QUOTE=Ryu-Gi;36420192][t]http://fc06.deviantart.net/fs71/i/2012/172/5/3/annabelle_update_by_ryu_gi-d54dmub.jpg[/t][/QUOTE]
I'm liking the reasonable outfit for once. :v:
not naked enough
[QUOTE=cocknugget;36421746]not naked enough[/QUOTE]
Stop, just stop. This isn't funny.
[QUOTE=Dr. Evilcop;36416561]Uh, 45,000 tris? Are you fucking kidding me? It looks fine the way it is, he doesn't need to add a shit-load more polygons for no reason.
[editline].[/editline]
Wait, weren't you the guy who had a 43200x21600 texture for an Earth model you only rendered from a distance?[/QUOTE]
It looks fine, but needs more polygons if he wants it to look good by modern standards. As of now it looks like a late xbox era character model.
And no I didn't have a 43kx21k texture for a distant earth model.
[QUOTE=TonyP;36422059]It looks fine, but needs more polygons if he wants it to look good by modern standards. As of now it looks like a late xbox era character model.
And no I didn't have a 43kx21k texture for a distant earth model.[/QUOTE]
No it doesn't, and yes you did.
[QUOTE=TonyP;36025882]Is a 43200x21600 texture overkill? I think not[/QUOTE]
[QUOTE=TonyP;36057238]Planet images.
Advice? I never asked for any advice and don't see any either.
Obviously this planet, like anything I make, is being made to look nice from a distance or with the camera pressed up against it, or in this case pressed up against the upper atmosphere.[/QUOTE]
You have zero sense of optimization. It does not look like an original Xbox model, and as was pointed out earlier, Garry's Mod has a 25k tri limit anyways.
[editline].[/editline]
[img]https://dl.dropbox.com/u/22565769/tonypisbadatlowpolymodelling.jpg[/img]
4-6,000 tris and it looks great. Models don't need to be ridiculously high poly and high resolution to look good.
[QUOTE=Dr. Evilcop;36422091]No it doesn't, and yes you did.[/quote]
For Closeups
[QUOTE=Dr. Evilcop;36422091]You have zero sense of optimization. It does not look like an original Xbox model, and as was pointed out earlier, Garry's Mod has a 25k tri limit anyways.[/QUOTE]
I take it you don't have very good memory or simply weren't into gaming back when the original xbox was out. A fair amount of xbox and even ps2 games (mostly fighting games) had polygon counts the same as the stripper-elf, and look as good and usually better than it too.
[editline]21st June 2012[/editline]
[QUOTE=Dr. Evilcop;36422091]4-6,000 tris and it looks great. Models don't need to be ridiculously high poly and high resolution to look good.[/QUOTE]
The animation of those models are quite simplistic compared to something like Uncharted 2 for example. In the face as well as bodies.
If the porn elf isn't going to be seen up close then it's fine yes. If he plans on having close ups in cutscenes he would want to maybe just make a higher poly version for separate usage.
[QUOTE=Dr. Evilcop;36422091]You have zero sense of optimization. It does not look like an original Xbox model, and as was pointed out earlier, Garry's Mod has a 25k tri limit anyways.
[editline].[/editline]
[IMG]https://dl.dropbox.com/u/22565769/tonypisbadatlowpolymodelling.jpg[/IMG][/QUOTE]
Just stating what I wrote in my previous post.
[QUOTE=Domino;36396629]IMO; considering the model is quite nude, the poly count is necessary, as when making a nude female character one want to have the curves as smooth as possible, without meshsmoothing it to hell.[/QUOTE]
There's a difference to modeling a character with clothes, and modeling a character without.
When the character has clothes, you only need to make sure that the geometry looks somewhat smooth. But you don't really have to care about the details as clothes rarely need to be very detailed.
When the model is partially nude, however.. More geometry is needed as the geometry of the body follows the geometry of the face, which is in most cases the most detailed.
One can even see this on the AC characters, where the model is partially nude there is a lot more geometry then where the model have clothes.
[QUOTE=Domino;36422351]Just stating what I wrote in my previous post.
There's a difference to modeling a character with clothes, and modeling a character without.
When the character has clothes, you only need to make sure that the geometry looks somewhat smooth. But you don't really have to care about the details as clothes rarely need to be very detailed.
When the model is partially nude, however.. More geometry is needed as the geometry of the body follows the geometry of the face, which is in most cases the most detailed.
One can even see this on the AC characters, where the model is partially nude there is a lot more geometry then where the model have clothes.[/QUOTE]
The current poly count is fine in my opinion. I'm saying increasing it to something along the lines of 45,000 tris as TonyP suggested is ridiculous.
TonyP, before you barge in again and say models need to have 6028409 1e+14k triangles, don't. That Ezio(?) model up there looks really detailed with very little mesh. You simply don't need that much shit.
[QUOTE=Dr. Evilcop;36422410]The current poly count is fine in my opinion. I'm saying increasing it to something along the lines of 45,000 tris as TonyP suggested is ridiculous.[/QUOTE]
I would say it depends where you put it.
Like I also said previously, is that the poly count he have right now, suits the character fine, but reducing it, as many is suggesting.. Could result in devastating smoothing, and curvature.
[QUOTE=Domino;36422464]I would say it depends where you put it.
Like I also said previously, is that the poly count he have right now, suits the character fine, but reducing it, as many is suggesting.. Could result in devastating smoothing, and curvature.[/QUOTE]
I agree, he doesn't need to reduce the polygon count.
[QUOTE=Recurracy;36422416]TonyP, before you barge in again and say models need to have 6028409 1e+14k triangles, don't. That Ezio(?) model up there looks really detailed with very little mesh. You simply don't need that much shit.[/QUOTE]
Except with such a small amount of polys the face isn't going to animate convincingly, and having played all the AC games, it does not. Nostrils, nasalabial folds, forehead lines, the 'elevens' between the eyebrows, eye and eyelids from eye movement, lip shapes and cheek bulging all require polygons to animate realistically. It is simply a requirement if you want decent facial animation from close or even mid-range shots. I don't know where you got that absurd 6 million figure from.
He claimed to be making it for current gen standards. If he's going to make it by current gen standards there's no reason to use ps2/xbox standards especially if it's going to be shown closeup like many games and not from a distance like Dynasty Warriors for example.
[QUOTE=TonyP;36422772]Except with such a small amount of polys the face isn't going to animate convincingly, and having played all the AC games, it does not. Nostrils, nasalabial folds, forehead lines, the 'elevens' between the eyebrows, eye and eyelids from eye movement, lip shapes and cheek bulging all require polygons to animate realistically. It is simply a requirement if you want decent facial animation from close or even mid-range shots. I don't know where you got that absurd 6 million figure from.
He claimed to be making it for current gen standards. If he's going to make it by current gen standards there's no reason to use ps2/xbox standards especially if it's going to be shown closeup like many games and not from a distance like Dynasty Warriors for example.[/QUOTE]
You're aware they use normal/bump mapping to get the wrinkles (etc)? As in, they don't actually put all that stuff directly onto the mesh but rather the details are stored in the UV maps and applied during render time?
Are you trying to be funny or did you actually sincerely fail to understand what I just wrote? Perhaps you simply aren't familiar with how decent facial animation is done. Unless you're talking about [I]animated [/I]normal maps?
[QUOTE=TonyP;36422836]Are you trying to be funny or did you actually sincerely fail to understand what I just wrote? Perhaps you simply aren't familiar with how decent facial animation is done.[/QUOTE]
The Source games have great facial animations, and they don't have a fuckton of polygons in the face. Sure, there are a higher concentration of polygons there, but not a ridiculous amount.
[QUOTE=TonyP;36422836]Are you trying to be funny or did you actually sincerely fail to understand what I just wrote? Perhaps you simply aren't familiar with how decent facial animation is done.[/QUOTE]
Are you saying that they actually go in and model the individual wrinkles in the face then export that very high poly mesh into the game?
Because if so I sincerely understood what you just wrote.
Not by modern standards. They're very simplistic.
Anyways, I'm not discussing this with you people any more since you clearly don't even know what I'm talking about.
[QUOTE=TonyP;36422848]Not by modern standards. They're very simplistic.
Anyways, I'm not discussing this with you people any more since you clearly don't even know what I'm talking about.[/QUOTE]
[media]http://www.youtube.com/watch?v=WY_amJ0YZrM[/media]
[QUOTE=TonyP;36422848]Not by modern standards. They're very simplistic.
Anyways, I'm not discussing this with you people any more since you clearly don't even know what I'm talking about.[/QUOTE]
On a scale from zero to... more than one, how many sources do you have to back up your 'every wrinkle is modelled' claims?
I'm figuring it's very much at the lower end of the scale.
At best, what would happen is; they'd throw the base, low-poly mesh into a sculpting program, sculpt the detail on and then export the sculpt as a bump/normal map. They would NOT go through and model that stuff in a topographically optimised fashion. That would quadruple the time required to create an individual character mesh and would [B]not[/B] be able to be rendered in real time.
I ain't even modelled for real time media yet son and I understand this
Sorry, you need to Log In to post a reply to this thread.