Sinbad's Model Thread
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Re: Sinbad's Model Thread
The time for critique came .
1) You've exceeded triagle limit twice times, 100k is simply too much. Although some of polygons are not visible it still means big overhead cost.
2) The model should consist of as little parts as possible.Yours consists of hundreds of parts which results in another really huge overhead cost during rendering.Solution is evident.
And one more note.I haven't expressed myself well before.By "separate" I meant one model in one file.So for example if the bowls are all the same you place only one in one fbx.The duplication will be done in UDK editor.
1) You've exceeded triagle limit twice times, 100k is simply too much. Although some of polygons are not visible it still means big overhead cost.
2) The model should consist of as little parts as possible.Yours consists of hundreds of parts which results in another really huge overhead cost during rendering.Solution is evident.
And one more note.I haven't expressed myself well before.By "separate" I meant one model in one file.So for example if the bowls are all the same you place only one in one fbx.The duplication will be done in UDK editor.
schveider- Team Member
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Re: Sinbad's Model Thread
Thanks for the critique Schveider.
So you're saying the positioning of objects can be done in UDK editor?
Would it not be better than, if we just salvage some of the reusable parts from this model and place them in UDK rather than building the entire thing from scratch again in Maya.
Peices like the bowls, statue, some of the debris, corner stones, and the beams ( the ones with the dotty patterns ) could be salvaged and are extremely low poly still.
As for the rest, it really will need to be re-built from scratch...
While it is possible to combine all the seperate objects into a single mesh, remove redundant edge loops and delete unseen faces ( which I already did alot of ); It would mean much more work for me in terms of re-doing UV maps and merging all my textures into a single very large texture file...
Quite frankly it's more work than I currently have time for.
I'm willing to rebuild the main temple from scratch now that I know what is expected,
but can you please just let me know what you think can be salvaged so I don't double up on work.
Or another option... Now that I know what not to do, is there another ( much simpler ) model I can test my skills on?
So you're saying the positioning of objects can be done in UDK editor?
Would it not be better than, if we just salvage some of the reusable parts from this model and place them in UDK rather than building the entire thing from scratch again in Maya.
Peices like the bowls, statue, some of the debris, corner stones, and the beams ( the ones with the dotty patterns ) could be salvaged and are extremely low poly still.
As for the rest, it really will need to be re-built from scratch...
While it is possible to combine all the seperate objects into a single mesh, remove redundant edge loops and delete unseen faces ( which I already did alot of ); It would mean much more work for me in terms of re-doing UV maps and merging all my textures into a single very large texture file...
Quite frankly it's more work than I currently have time for.
I'm willing to rebuild the main temple from scratch now that I know what is expected,
but can you please just let me know what you think can be salvaged so I don't double up on work.
Or another option... Now that I know what not to do, is there another ( much simpler ) model I can test my skills on?
Sinbad- Team Member
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Re: Sinbad's Model Thread
It seems most of polys consume walls with those beveled edges.Yes something could be salvaged however I will place this task back to TODO and I'll asign you new task as you asked since this is really quite difficult model to do.
So you new task could be tripod.The spider-like creature.The necessary concept art is in castle gobs assets in /concept art/creatures/tripod... folder, almost at the bottom.
Or if you prefer architecture (after the pyramid I don't think so ) you could make Serenity's Convention Hall(=Town Hall).It is quite simple model.You can find concept art in /concept art/architecture/ser_CONVHALL...
It's your choice.
So you new task could be tripod.The spider-like creature.The necessary concept art is in castle gobs assets in /concept art/creatures/tripod... folder, almost at the bottom.
Or if you prefer architecture (after the pyramid I don't think so ) you could make Serenity's Convention Hall(=Town Hall).It is quite simple model.You can find concept art in /concept art/architecture/ser_CONVHALL...
It's your choice.
schveider- Team Member
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Re: Sinbad's Model Thread
I've remodelled some of the temple in low poly, just wondering what a reasonable poly count would be?
EDIT: Nevermind, 50,000 tris
EDIT: Nevermind, 50,000 tris
Sinbad- Team Member
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Re: Sinbad's Model Thread
Well, it's up to you. If you wish to continue on pyramid you can of course however as you said you could test your skill on simplier model.i think the modelling of characters suits you more based on the lizzardman's statue.
schveider- Team Member
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Re: Sinbad's Model Thread
Yeah I think you're right.. I'll make a start on the tripod tomorrow.
Sinbad- Team Member
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Re: Sinbad's Model Thread
Rough model of Tripod so far.
Sinbad- Team Member
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Re: Sinbad's Model Thread
I thought it could be quickly done but this? Wonderfull job!
schveider- Team Member
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Re: Sinbad's Model Thread
Wow! I must share Schveider's suprise! This is amazing work!
~Asomath
~Asomath
asomath- Moderator
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Re: Sinbad's Model Thread
Haha cheers guys
I'll try and texture it today and rig early next week if I get a chance..
Starting a new class next week tutoring 3d Animation, so may be a bit busy.
I'll try and texture it today and rig early next week if I get a chance..
Starting a new class next week tutoring 3d Animation, so may be a bit busy.
Sinbad- Team Member
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Re: Sinbad's Model Thread
Starting to look pretty creepy .
schveider- Team Member
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Re: Sinbad's Model Thread
I was a little doubtful as to how the three legged tarantula with massive claws concept would turn out. But damn the tripod is looking like a nasty critter. Good work so far Sinbad!
When this is done, I'll feel like we'll be another significant closer to getting a demo of Serenity out on the artistic. The Tripod is the essential starting monster of MMT, much as the Goblin was in MM6 and the Dragonfly in MM7. Will love to see it brought to life.
~Asomath
When this is done, I'll feel like we'll be another significant closer to getting a demo of Serenity out on the artistic. The Tripod is the essential starting monster of MMT, much as the Goblin was in MM6 and the Dragonfly in MM7. Will love to see it brought to life.
~Asomath
asomath- Moderator
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Re: Sinbad's Model Thread
Thats really encouraging, thanks heaps guys. I'm really enjoying working on this creature.
Here is an update with finished Normal Maps:
Ok so now its just colour map, possibly a specular map and then rigging and animation.
Here is an update with finished Normal Maps:
Ok so now its just colour map, possibly a specular map and then rigging and animation.
Sinbad- Team Member
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Re: Sinbad's Model Thread
Could you generate height map when finished? I wonder how it would look like with DX11 tessellation
schveider- Team Member
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Re: Sinbad's Model Thread
I'll certainly look into it
Sinbad- Team Member
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Re: Sinbad's Model Thread
Do you mean just a displacement map? cos that should be easy enough to do
Sinbad- Team Member
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Sinbad's Model Thread
I think it should be displacement but I'm not sure, haven't tried tessellation so far . Generate it anyway we'll see if it is really what we need.
schveider- Team Member
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Re: Sinbad's Model Thread
Ridiculously busy with classes right now so nothing to update yet,
rest assured I am really enjoying working on this stil though and next spare moment I get I will continue work on it.
Quick question, what do you guys think would be a good colouration and/or style for the tripod?
rest assured I am really enjoying working on this stil though and next spare moment I get I will continue work on it.
Quick question, what do you guys think would be a good colouration and/or style for the tripod?
Sinbad- Team Member
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Re: Sinbad's Model Thread
I like the ornament/pattern at the top of each leg and I would keep it. As regards colour I think it should be less glossy or matte if you wish to make something similar to spider. On the other hand you can consider tripod to have some chitin shell and in that case glossy would make a sense. Colour itself could be black or dark gray with some parts having same colour as the ornament has.
And one note about textures' resolutions. Althought tripod belongs to the category of small models please make 2048 px textures. It is safeguard for long development process because it may occur the final release would appear long after Serenity map is done and possibilities of hardware in the time of final release are much bigger than present.
EDIT: And when uploading please upload also high res model file. It doesn't matter which format it is. Simply the default one the sw you made model in, being it Zbrush, Mudbox or whatever, use.
And one note about textures' resolutions. Althought tripod belongs to the category of small models please make 2048 px textures. It is safeguard for long development process because it may occur the final release would appear long after Serenity map is done and possibilities of hardware in the time of final release are much bigger than present.
EDIT: And when uploading please upload also high res model file. It doesn't matter which format it is. Simply the default one the sw you made model in, being it Zbrush, Mudbox or whatever, use.
schveider- Team Member
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Re: Sinbad's Model Thread
Cool thanks Schveider, will do.
Sinbad- Team Member
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Re: Sinbad's Model Thread
It's just my point of view. Finally it is up to you to decide.
schveider- Team Member
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Re: Sinbad's Model Thread
Here's probably my final colour map. Might still be room for a bit more texture overlay but I'm pretty much happy with it now..
So - next up, RIGGING
So - next up, RIGGING
Sinbad- Team Member
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Re: Sinbad's Model Thread
That's absolutely incredible! I look forward to see it in game.
schveider- Team Member
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