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3d base human model update

by Nermion · 03/26/2006 (10:59 am) · 10 comments

Just a small update on model I've shown in my previous post. It's a base human model that I plan to use for something game related I'm working on.

It's about 1600 polygons and it's about 95% finished.

Here the screenshots:

www.tridinaut.com/nermins/base/basehuman_2.jpg
www.tridinaut.com/nermins/base/basehuman_4.jpg

#1
03/26/2006 (11:08 am)
Looks great! you should make the back of the jaw stick out a little less. Other than that It's pretty damn good.
#2
03/26/2006 (11:30 am)
Nice... he looks EBIL...

-Tim
#3
03/26/2006 (5:53 pm)
Are you sure that's 1600 or 3200 polygons? Remember that when rendered in realtime all meshes are triangulated. The arms seems a little wonky (his forearms are larger than his biceps), and the midsections seems a little flat, but looks pretty good overall.
#4
03/26/2006 (9:47 pm)
Looking awesome Nermin !!
#5
03/26/2006 (11:49 pm)
Hi guys and girls :)

I allways work on quads with triangulation turned off so I see only quads and those triangles that I create on purpose. So for me it is 1600 polygons and you could say for you it is 3200 triangles which is also a simple polygon. I never report number of triangles but number of quad polygons and visible triangles which is the way I allways have :)
#6
03/27/2006 (12:11 am)
Well... for use in Torque that means your model is 3200 polygons (or even more)
#7
03/27/2006 (2:10 am)
Awesome!!!
#8
03/27/2006 (7:27 am)
Looks cool partna ;)
#9
03/27/2006 (9:06 am)
thanks guys and if anton is readin this post, congratulations on your job man :)
#10
04/08/2006 (11:40 am)
I think the pectoral muscles are too high, should be lower on the body than they are.