Game Development Community

Medium-Poly Person

by Okashira · in Game Design and Creative Issues · 07/19/2006 (5:40 pm) · 24 replies

Here is the main-body of a medium-poly person I am working on. Well, I guess if you consider 5292 tris medium-poly :).

Here is a picture:
img146.imageshack.us/img146/207/characteriscoolol0.th.png

The game will be an online kind of Counterstrike meets Quake II style game, so do you think it is too high poly?

My motto > Crits and comments welcome!

Thanks,
Okashira

EDIT: By the way, it was made in Milkshape 3D following a human anatomy in 3d modelling tutorial(which I lost). The MS3D 'Smooth Edges' tool was then used. Before the 'Smooth Edges' tool was used, it was 882 tris :D.
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#1
07/19/2006 (5:48 pm)
That's a tad much for what you have here should be able to have full hands and some of his gear and still be under 5k
#2
07/19/2006 (5:52 pm)
I really like the shape from the side! The neck might be a bit too far back and not angled forward quite enough. In the front view something's striking me as maybe a little short or thin with the lower legs. Not sure if that's it though, just something that doesn't look as proportional to the rest of the upper body which I like. The top view is where I could see the most changes starting from. Something about the curve of the back and chest. I can see if you're going to want to make removable packs flattening it out somewhat, but hum... I'm going to look for a photo that describes it better than what I'm saying.

With a Quake-ish game at least fast FPS are critical so it might be high. I'm not a good judge of poly limits myself yet though. I'd be tempted to go back to your pre-smoothed version and try doing more smoothing by hand by cutting in more polys where you want that smoother look.
#3
07/19/2006 (5:59 pm)
Thanks for the comments guys, I think I will go back to the the lower poly one, or atleast not smooth the model as much. I kinda see what you mean Sarah, but the proportions should be accurate. If they aren't blame it on my reference pics :) -
www.josh.ch/joshch/joshch/_content_data/tutorials-milkshape/background01.JPGwww.josh.ch/joshch/joshch/_content_data/tutorials-milkshape/background02.JPGwww.josh.ch/joshch/joshch/_content_data/tutorials-milkshape/background03.JPG
Anyways, I am working on a texture map for my guy, and for now I am using a modified Gordan Freeman from Half-Life texture(though don't tell Valve or they might make me use Steam! Oh the agony!). What do you think so far?
http://img291.imageshack.us/img291/7416/charactergordonfreemanheadvd7.th.png

Thanks,
Okashira

EDIT : What do you think of my modified Gordan Freeman texture? I made it for one of my friend's Half-Life mod a while ago. The mod was never released, but it was supposed to be based around Gordan Freeman's battle-hardened uncle, Morty Freeman :). It was an interesting storyline...
#4
07/19/2006 (6:11 pm)
Here's the pre-smoothed version-
http://img153.imageshack.us/img153/1638/mycharacterlowpolyqe3.th.png

Thanks,
Okashira
#5
07/19/2006 (6:41 pm)
I can't find any good top down views of a male (Google image search has failed me! Nooooo!), but this thread has a model in milkshape that might give you ideas of how someone else handled something kind of similar:

www.garagegames.com/mg/forums/result.thread.php?qt=23352

I think the face would give more of that angry, beatten up look you're going for with some more blending of the reds and bruised icky colors. Maybe soften the highlights too. I'm not sure what texture resolution you're going for, but I think you could get more detail.

Yep, you have a good shape with the pre-smooth so I'd resist the temptation to automatically smooth him. Keep us updated!
#6
07/19/2006 (6:46 pm)
I will mess around with his back and see what I can do.
Oh, and I actually already have that model :).

And the face texture is just a temp. I am basically just mapping my character with some of my already made textures at the moment.

Yeah, but it is tempting...Nah.

Oh, and I actually already have that model :).

Thanks,
Okashira
#7
07/19/2006 (7:56 pm)
One problem you may find yourself with is that 5000+ is definately too high to be called 'medium poly', but not high enough to be called high poly.

you may want to move either way and step out of the middle zone (which it looks like you have now) and either choose to go low poly, or create a full blown high poly for normal map use

can you show the wireframe?
#8
07/20/2006 (11:20 am)
@Andrew
Yeah, I think I am gonna go with the 892 one, simply because I want the average PC to be able to play it.

Thanks,
Okashira
#9
07/20/2006 (11:46 am)
Oops, forgot, here is what you asked and a little bit more Andrew:

img364.imageshack.us/img364/9987/wireframeflatshadedsmoothshadedcharbt2.png
Thanks,
Okashira

EDIT : That is the 892 tris one.
#10
07/20/2006 (9:08 pm)
Hey those are awesome reference pictures!
I am going to snag those.
#11
07/21/2006 (12:29 pm)
Alright, I have fully mapped the character:
img503.imageshack.us/img503/268/characterfullymappeddf2.png
I used the 'Classic' version of this great program called UVMapper(the classic version is free) for the uv mapping. It is really easy to just pick up and use. I would highly reccomend it if you need a program like that.

Thanks,
Okashira
#12
07/21/2006 (6:19 pm)
Your shape is an excellent start! I would label your poly count high. Shoot for 2500 tris max, and it should include high finger and facial detail with that count. TSE will handle higher poly counts now, so 5000 could be a reasonable poly count for a main character for that engine but it is best to get your skills down with the lowest poly count possible for the model's need.

What is your modeling technique? How do you start your model and add detail?

Does Milkshape do quads or n-gons? If so I would use them until your final steps, and focus on edge loops (do a google search on edge loops for some great tutorials) around muscle structure and joints. Your edges are too evenly spaced and will not deform very well.

You definitely have talent and are on your way there. Keep it up!
#13
07/21/2006 (6:30 pm)
Thanks alot! I am actually going with my lower 892 tri version(which can be seen in my last few posts).

I normally take a reference picture(either premade ones like the ones I posted above or concept art that I have done) and then place vertexes one by one. It get's kind of tedious, but works.

No, Milkshape 3D does not do quads and n-gons as far as I know.

Thanks, I really appreciate it. Now I just have to 'relearn' the one thing I am really bad at : animating(dun, dun, duhhhh.....).

Thanks again,
Okashira
#14
07/22/2006 (4:38 pm)
Would anyone be interested in finishing up this model(texturing the uv map, animating)? I'll give it to someone exclusivly if they ask, if no one does by tommorow, I will release it in the Freebies section.

Thanks,
Okashira
#15
07/23/2006 (2:20 pm)
As promised, here is the link to the 'Freebies' thread-

www.garagegames.com/mg/forums/result.thread.php?qt=48075

Enjoy, and don't forget to drop a post there.

Thanks,
Okashira
#16
07/23/2006 (3:30 pm)
Hey I remember doing this tutorial a while back when I first wanted to get into milkshape...didnt get the hands or feet finished and it eventually got scrapped but hey it was fun for being so completely annoying and head bangingly confusing for my first leap into milkshape.

Nice one getting it complete

regards

Lobo the Duck
#17
07/24/2006 (2:17 am)
Hey man, good start to a human model, but there are few things that could be sorted, I see you are using milkshape that only handles tris, which can be awkward when modelling, I tend to tell people 'tris are pure evil', as they are, which is why quads were invented (and later n-gons) What I would do is to model in a second app to use with Milkshape, as I use Hexagon with Cinema 4D. I would use wings as just to get the model done and everything else in Milkshape.

As for the model itself. I would follow these loops/outlines.
i5.photobucket.com/albums/y173/seppuku05/helpp1.jpg


Also, there are ways of achieving something smooth, without using smoothing, I think this is where you might want to try some Wings. Screenshots are in Cinema 4D, but they should be doable in Wings, as all it is, is slicing/knifing/cutting the polys.
i5.photobucket.com/albums/y173/seppuku05/miks1.jpgi5.photobucket.com/albums/y173/seppuku05/miks2.jpgi5.photobucket.com/albums/y173/seppuku05/miks3.jpg
There are plenty of tutorials on human modelling, try not just Milkshape biased ones, others are very useful, I learnt with the 'Joan of Arc tutorial', google it, near the bottom there is a thread link to one of my threads on another forum, it has a link to the English version of the tutorial and someone else posted another tutorial, you may find very useful too, both are directed at Max, but its like following a paintshop tutorial in photoshop, the tools are differant, but what you get is the same.
#18
07/25/2006 (8:46 am)
Dude, are you using milkshape to model your chars?? i've never seen anyone use that program other then exporting and converting model types. I recommend you try using 3dsmax. if you cant afford it, get gmax. almost as good, but its free.
#19
07/25/2006 (8:48 am)
Legally, you can only use gmax for certian mods, plus 3DS Max isn't the only answer, Blender is good and free, but a mix of Wings 3D and Milkshape is a good combination for game making.
#20
07/25/2006 (4:57 pm)
I will second the choice of blender. It has really matured over the last year... I'm just blown away at how capable the app is now. I used to use c4d, max and maya (I own commercial versions of all 3), but have flipped over to blender for the ability to script and customize (also, its free, upgrades are free, source is free). The low poly and UV mapping tools are excellent, only thing lacking(barely) is the animation tools you find in maya and xsi but they are coming. Anyone who hasnt checked it out I highly recommend.
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