Vegeta W.I.P.

New Member
Joined
Oct 29, 2013
Messages
525
Best answers
0
Location
Sweden
Why does the model have so many polies? I'm pretty confident you can cut a bunch of polies and get a similar/as good looking model as you have now.
yea maybe, but i used subdivisoin surface twice XD, it doubles the poly count, but then i used a modifire wich lowered the poly count so now i have almost 4 k( it was 7 k)
 
Active Member
★ Black Lounger ★
✔️ HL Verified
💻 Oldtimer
Joined
Jul 14, 2002
Messages
8,229
Best answers
0
Location
December
Why would you use subdivision? I don't think I've ever heard of anyone doing that with modeling a character like that.
 
Active Member
★ Black Lounger ★
✔️ HL Verified
💻 Oldtimer
Joined
Jul 14, 2002
Messages
8,229
Best answers
0
Location
December
I'm pretty sure you'll end up with a better looking, more detailed model if you do it without subdivision.

If you're rushing your work, then you should really reconsider what you're doing. You should put your best and full effort into something like this instead of cheating and taking shortcuts like that. It will be a lot better in the long run if you don't treat projects like these as a race.
 
I am no more
✔️ HL Verified
Joined
Nov 26, 2012
Messages
924
Best answers
0
Right, you don't make a character in couple days. It can take months to make something really perfect. You remake the same thing, again and again, to make it perfect.
 
Old School
💻 Oldtimer
Joined
Nov 18, 2002
Messages
4,034
Best answers
0
Location
St. Petersburg, Florida
As Robiz said, you should definitely take your time with it. I have seen some awesome mesh designs with like 1500 polys. Im not sure what engine the game is going to run on, but you run a risk of decreased system performance when you have a lot of high-poly models in game.
 
New Member
Joined
Oct 29, 2013
Messages
525
Best answers
0
Location
Sweden
i see, thanx for the advice, and i will try my best not to use any unnecessary modifires
 
New Member
Joined
Oct 29, 2013
Messages
525
Best answers
0
Location
Sweden
now this is how the first model look like with clothes on
http://puu.sh/6d61G.jpg
http://puu.sh/6d66n.jpg
http://puu.sh/6d67W.jpg
http://puu.sh/6d6a3.jpg
http://puu.sh/6d6bf.jpg
http://puu.sh/6d6oa.png
http://puu.sh/6d6pJ.png
the textures are just basic, i wont use them, they are jus some colors i added
and here is the head, wich i dont really like, i think i will make a new one
http://puu.sh/6d6y6.jpg
http://puu.sh/6d6zd.png
dont mock the forhead, i am not done with him yet :devsmile: I know he looks like cell, or batman XD
 
New Member
★ Black Lounger ★
💻 Oldtimer
Joined
Apr 23, 2003
Messages
3,913
Best answers
0
Location
Texas
that being said, you could rough out a basic model with boxes and subdivide it with "good" results. finer details would still need to be done by hand. But on alot of my older low poly models id "box" model in a very literal sense of the word everything but the hands, feet and head and subdivide it. And work with the results from there, it gives you a nice fairly evenly distributed mesh to fiddle with.
 

Eon

TeeHee
Banned
Joined
Dec 20, 2002
Messages
5,341
Best answers
0
Location
Dallas, TX
this thread has been deemed legendary now that nuttzy posted here
 
Last edited by a moderator:
New Member
Joined
Oct 29, 2013
Messages
525
Best answers
0
Location
Sweden
that being said, you could rough out a basic model with boxes and subdivide it with "good" results. finer details would still need to be done by hand. But on alot of my older low poly models id "box" model in a very literal sense of the word everything but the hands, feet and head and subdivide it. And work with the results from there, it gives you a nice fairly evenly distributed mesh to fiddle with.
i see, but i think i will stopp using the subdivisoin modifer i will do every thing by hand, and i will post the model with the normal maps i made, i will do that soon
 
New Member
Joined
Oct 29, 2013
Messages
525
Best answers
0
Location
Sweden
ok, i do not seem to get enough attention, soo, why dont you guys(devs) give me a character to model for esf:f, just if the model will be super awesome amazing, then it can be in the esf, if not, then i will trash it, and you dont need to call me a dev XD, not now, maybe later :D, i duont really now wich characters will be ingame, but give me any character exept for cell, his textures are too complicated, and tell me the maximum polycount, and other stuff that you think are important
 
I am no more
✔️ HL Verified
Joined
Nov 26, 2012
Messages
924
Best answers
0
ok, i do not seem to get enough attention, soo, why dont you guys(devs) give me a character to model for esf:f, just if the model will be super awesome amazing, then it can be in the esf, if not, then i will trash it, and you dont need to call me a dev XD, not now, maybe later :D, i duont really now wich characters will be ingame, but give me any character exept for cell, his textures are too complicated, and tell me the maximum polycount, and other stuff that you think are important
Make one of the androids.
 
Active Member
★ Black Lounger ★
✔️ HL Verified
💻 Oldtimer
Joined
Jul 14, 2002
Messages
8,229
Best answers
0
Location
December
Make one of the androids.
I think you should let the Devs answer for themselves. If he wants to join, he should take their suggestions and not yours.
 
New Member
★ Black Lounger ★
💻 Oldtimer
Joined
Apr 23, 2003
Messages
3,913
Best answers
0
Location
Texas
easy killer, theres enough inactivity in here as it is without that internet tough guy/partially creepy looking kid act.

all i see is a request for a request for his next project, (and a double post, but ya know, YOLO)

One thing I havent seen done, at least not well. Is a good original android 17, been many of them around (but were mostly edits of the trunks models),
 
Project Manager
🌠 Staff
✔️ HL Verified
💻 Oldtimer
Joined
Nov 25, 2001
Messages
1,729
Best answers
0
ok, i do not seem to get enough attention, soo, why dont you guys(devs) give me a character to model for esf:f, just if the model will be super awesome amazing, then it can be in the esf, if not, then i will trash it, and you dont need to call me a dev XD, not now, maybe later :D, i duont really now wich characters will be ingame, but give me any character exept for cell, his textures are too complicated, and tell me the maximum polycount, and other stuff that you think are important
Feel free to give Android 17 a shot, or Android 16 for that matter I've seen a pretty cool one lately that I would have loved to have for ESF:

936_max.jpg
 
New Member
Joined
Oct 29, 2013
Messages
525
Best answers
0
Location
Sweden
ok, but you didnt give me any good information, i mean, what is the maximum polycount, will the hair and the c,othes be animated?
 
Project Manager
🌠 Staff
✔️ HL Verified
💻 Oldtimer
Joined
Nov 25, 2001
Messages
1,729
Best answers
0
ok, but you didnt give me any good information, i mean, what is the maximum polycount, will the hair and the c,othes be animated?
Model:model max. 7000polies
Textures: Diffuse, Normal and SpecularStrengthmap. 1 UVmap for the body and 1 for the hair. Bodytextures @2048x2048
The hair and eyes will be animated yes, for further information pls contact Darktooth :)
 

Users who are viewing this thread

Top Bottom