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Sinbad's Model Thread

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Post  schveider Tue Feb 07, 2012 12:28 pm

The time for critique came Smile.
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.


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Post  Sinbad Tue Feb 07, 2012 6:08 pm

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?

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Post  schveider Tue Feb 07, 2012 8:20 pm

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 Smile ) 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.

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Post  Sinbad Tue Feb 07, 2012 9:49 pm

I've remodelled some of the temple in low poly, just wondering what a reasonable poly count would be?

EDIT: Nevermind, 50,000 tris

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Post  schveider Wed Feb 08, 2012 5:03 am

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.

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Post  Sinbad Wed Feb 08, 2012 7:32 am

Yeah I think you're right.. I'll make a start on the tripod tomorrow.

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Post  Sinbad Thu Feb 09, 2012 1:31 am

Rough model of Tripod so far.
Sinbad's Model Thread - Page 3 Tripod10
Sinbad's Model Thread - Page 3 Tripod11
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Sinbad's Model Thread - Page 3 Tripod13

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Post  schveider Thu Feb 09, 2012 8:13 am

Shocked I thought it could be quickly done but this? Wonderfull job! Smile

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Post  asomath Thu Feb 09, 2012 9:31 am

Wow! I must share Schveider's suprise! This is amazing work!

~Asomath
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Post  Sinbad Thu Feb 09, 2012 8:32 pm

Haha cheers guys Smile
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.

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Post  Sinbad Thu Feb 09, 2012 10:27 pm

normal mapping WIP
Sinbad's Model Thread - Page 3 Tripod10

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Post  schveider Thu Feb 09, 2012 10:41 pm

Starting to look pretty creepy Smile.

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Post  asomath Thu Feb 09, 2012 10:53 pm

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.

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Post  Sinbad Sat Feb 11, 2012 6:00 am

Thats really encouraging, thanks heaps guys. I'm really enjoying working on this creature.
Here is an update with finished Normal Maps:
Sinbad's Model Thread - Page 3 Tripod14
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Sinbad's Model Thread - Page 3 Tripod17
Ok so now its just colour map, possibly a specular map and then rigging and animation.

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Post  Sinbad Sat Feb 11, 2012 7:23 am

colour map WIP
Sinbad's Model Thread - Page 3 Tripod18
Sinbad's Model Thread - Page 3 Tripod19

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Post  schveider Sat Feb 11, 2012 10:54 am

Could you generate height map when finished? I wonder how it would look like with DX11 tessellation

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Post  Sinbad Sat Feb 11, 2012 5:08 pm

I'll certainly look into it

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Post  Sinbad Sun Feb 12, 2012 6:04 am

Do you mean just a displacement map? cos that should be easy enough to do

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Post  schveider Sun Feb 12, 2012 9:29 am

I think it should be displacement but I'm not sure, haven't tried tessellation so far Smile. Generate it anyway we'll see if it is really what we need.

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Post  Sinbad Tue Feb 14, 2012 9:58 pm

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?

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Post  schveider Wed Feb 15, 2012 9:19 am

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.

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Post  Sinbad Wed Feb 15, 2012 4:44 pm

Cool thanks Schveider, will do.

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Post  schveider Wed Feb 15, 2012 7:58 pm

It's just my point of view. Finally it is up to you to decide.

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Post  Sinbad Fri Feb 17, 2012 1:10 am

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..
Sinbad's Model Thread - Page 3 Tripod12
Sinbad's Model Thread - Page 3 Tripod11
Sinbad's Model Thread - Page 3 Tripod13
So - next up, RIGGING

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Post  schveider Fri Feb 17, 2012 7:54 am

Shocked Shocked That's absolutely incredible! I look forward to see it in game. Very Happy

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