Game Development Community

Lockdown Soldier Head

by Taylor Wiebe · 07/24/2009 (7:40 pm) · 4 comments

Hello Again, Today after reading some peoples comments about my last blog post I decided to go back and completely re-do the head I modeled. After a hour or so I came up with a new model that has way less polys, plus I also changed some of the shape to the head.

Here is the original:
www.faintmedia.com/i/images/junk/head1.png
New:
www.faintmedia.com/i/images/junk/head7.png
The original mesh:
www.faintmedia.com/i/images/junk/head2.png
New:
www.faintmedia.com/i/images/junk/head8.png
The entire new mesh contains about 250 polys, compared to the old mesh which contained about 700 in HALF of the model. I also decided to do a better job textured this one, instead of having each half of the head the same texture I made everything one texture.

#1
07/24/2009 (10:44 pm)
Nice job, that looks far better :). Notice you can save some polys on the top of the helmet, where they're really dense around that one top vertex. It's all part of the learning process, knowing where you can optimise polys - and an important one!
#2
07/25/2009 (9:35 am)
I actually thought your last model was on target, but would probably need some optimization in certain areas. Really depends on what the final look you are wanting. Have you tried placing the texture from the higher map onto the lower?

Just an FYI, not uncommon for our weapon models to push 30K each.. So you can imagine the count on the characters. But that is the size for taking to Zbrush not the final game size.

#3
07/25/2009 (11:47 am)
i agree with randy i think your last model looked better, but they both look great nice job.
#4
07/26/2009 (12:26 pm)
I think you are on the right track now with the poly count, now you need to move some edges/verts around to round out the helment, with good use of edges and vertex placement the difference between the two should be minor. Also focus on the profile because that is what is most noticable in the game. A good profile makes or breaks a charactor in a game.