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Low Poly Modelling


Domarius

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After the normal mapped mitten hands thread, and hearing about how little oDDity optimised his models (when new hardware ups the poly count and people say that the game characters can use more polys, this is NOT synonomous with wasting polys), I thought we should start a resource thread for low poly modelling tips and techniques.

 

 

Qubism - a fan made character for GTA

http://www.realtimecg.com/template.php?id=Qubizm.php&n=18

This is something i used when making my mermaid. This is a GTA character, he's 1500 polys, and he doesnt' even look low res, and he has fully articulated fingers too. Scroll down to where you can see the actual geometry.

 

Just amazing.

 

I used this as reference for my mermaid, and I kept her under 1500 too, but she's got a crappy texture.

 

I'll upload the pictures to the FTP and link them directly here, that way we've got them forever.

 

Zoom in and analyse that texture too, it's some clever and nice work.

 

 

Name: Qubism (skin) & Peppi (model, additional skin)

Email: qubist@gmx.net & p.boehme@gmx.at

Qubism1.jpg

 

Qubism2.jpg

 

Qubism3.jpg

 

Qubism4.jpg

 

Qubism5.jpg

 

Qubism6.jpg

 

Qubism7.jpg

 

Qubism8.jpg

 

Qubism9.jpg

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Making joints that bend without collapsing

lectur01.jpg

 

Welding vertices as a way of removing polys when optimising (3DS max has a "target weld" tool that is perfect for this)

lectur04.jpg

 

Flipping the direction of lines to make shading smoother, less pinching

lectur06.jpg

 

(Pics obtained from http://www.loonygames.com/content/1.6/totb/ but those ones are the most important I think. They are on the server)

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More of the fan made GTA characters can be found here, but not by the same guys as Qubism

 

http://www.realtimecg.com/template.php?n=list&id=22

 

Here's one more by the same guys. But due to his extra accessories, he's got mitten hands to keep him under 1500 polys.

 

Moppius1.jpg

 

Moppius2.jpg

 

Moppius3.jpg

 

Moppius4.jpg

 

Moppius5.jpg

 

Moppius6.jpg

 

Moppius7.jpg

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In this particular article, the guy said he would'nt touch a modelling app that didnt have it. I know 3DS does, I've used it before. I'd say LW does because its suposed to be a very basic feature, but I wouldn't know for sure 'cause I don't know the app.

 

Of course you can do it manually, which doesn't have to be that much slower if you use the right commands. In 3DS you go to "line selection" mode, click the line, click "dissolve" (which makes it dissapear rather than "delete" which takes the surrounding geometry with it), then go to vertex selection mode and select 2 opposite verticies and click "connect" to make a line join between them.

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Very interesting Dom.

 

BTW, I know how to assign bones and stuff to character models in milkshape if you need it or something - i can't create a skeleton though (well i can, but it'd be bad). Dunno if thats useful though.

 

 

3000th Post!!!!

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