HeavyDude Posted November 3, 2013 Posted November 3, 2013 It's sort of a WIP. I basically went from having no idea about modeling to this. I am far from finished, there's a lat of work ahead, but it keeps me busy. A slow moving project I'm working when bored. Screenies: I'm sticking to a snake/lizard-like theme/look, so if you have ideas, suggestions or constructive criticism, please feel free to send me a message. Also, if any experienced modelers here notice this, how much detail in a mesh is overkill? (vertex, poly count etc.)
Vioxsis Posted November 3, 2013 Posted November 3, 2013 For poly count i have always used the least i need to make the shapes i want, also taking in to consideration how big it is and how much/visible it is. I will remove poly faces that will never be seen (when preparing it to unwrap its UV) and normally aim for about 70,000 tris as my max limit for the whole armour. Its a case by case thing really. Though i'm not a experienced modeller but i would like to see some pics with edged faces on.
HeavyDude Posted November 4, 2013 Author Posted November 4, 2013 For poly count i have always used the least i need to make the shapes i want, also taking in to consideration how big it is and how much/visible it is. I will remove poly faces that will never be seen (when preparing it to unwrap its UV) and normally aim for about 70,000 tris as my max limit for the whole armour. Its a case by case thing really. Though i'm not a experienced modeller but i would like to see some pics with edged faces on. Here are the pics (8) with edged faces on: I'm always starting with a plane and sort of "bend" it around the body and make the basic shape i want. I was thinking that its better to just make the simplest shape possible first and then subdivide it to get more detail and smoothness where i need it. Later i would weld and remove vertices i don't need and in that way trim down the vertex/poly count. The very last step would be a tiny bit of extrude (that's also why there's a little bit of clipping in come places) to get the feel of thickness to the armor (it is plate after all). Only then can can i go trough the UV unwrap process. I also still have polys that are not visible but mainly because I'm still not sure on some design decisions, the chest area specifically. Any tips, tricks, suggestions and critiques are welcome. And thanks for taking interest.
Vioxsis Posted November 4, 2013 Posted November 4, 2013 You got to love modelling there's about 10 ways to do the same thing. You do have a few triangles in there, and they don't subdivide well, also subdivide modifier only adds more polys so won't smooth out the shape. The turbo smooth modifier will though, If you do use it remember to add control loops to the edges you want to keep defined. I'm looking forward to how this turns out, and how well modelling it this way works. Are you going of a reference image or are you making it up as you go?
HeavyDude Posted November 4, 2013 Author Posted November 4, 2013 You got to love modelling there's about 10 ways to do the same thing. You do have a few triangles in there, and they don't subdivide well, also subdivide modifier only adds more polys so won't smooth out the shape. The turbo smooth modifier will though, If you do use it remember to add control loops to the edges you want to keep defined. I'm looking forward to how this turns out, and how well modelling it this way works. Are you going of a reference image or are you making it up as you go? I have a couple of images i draw inspiration from (EXAMPLE back part of the armor) plus my own scribbles. There are still some parts I still haven't decided on like the waist, it's still a bit hazy to me, maybe a sash-belt combo, maybe not, not sure, but overall i know where I'm going. The point of this was to learn modeling from scratch, no conversions or ports, strait up brand new stuff. But I'm still learning, i hear weighting is a pain, but what can you do...
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