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Elder Scrolls IV: Andoran Statue
show user profile  Nolan
Hi all,
I just got asked to do some modeling for an ES IV: Oblivion mod. Im still new obviously. I have modeled lots of static objects but never made anything that looked human. I have to model a statue of Malacath (one of the daedric gods) in the game

Here is my reference (Doesnt need to look exactly like it but it must at least resemble it.)

Anyone have any suggestions on how to start this or tutorials specifically for modeling humans?

They said it must correspond with this poly table.

Armor (full set): 20000 rectangle polygons (r.p.)
High-complexity static with circularities (e.g.: a statue, a tree): 10000 r.p.
High-complexity static w/o circularities (e.g. architecture): 5000 r.p.
Mid-complexity static: 800-2000 r.p. (depends on the in-game size)
Simple static (e.g. a simple table): minimun limit space – 500 r.p.
Simple static with circularities (e.g. a small skull) - 2000 r.p.
read 960 times
9/13/2011 12:18:32 AM (last edit: 10/6/2011 5:04:25 PM)
show user profile  Garp
Go through the Joan of Arc tutorial. It'll take you from the first modeling steps to the final skinning.
Just change the references to avoid doing it twice ;)

read 953 times
9/13/2011 12:23:12 AM (last edit: 9/13/2011 12:23:12 AM)
show user profile  LionDebt
Joan of Arc is the way forward... Also, MadDogBomber has a shit hot face tutorial here on the left side of the page.
read 945 times
9/13/2011 12:47:38 AM (last edit: 9/13/2011 12:47:38 AM)
show user profile  S. Silard
And he's already uploaded to you tube as well ...

Congrats, you found my signature.

read 935 times
9/13/2011 1:51:28 AM (last edit: 9/13/2011 1:51:28 AM)
show user profile  mike_renouf
Please forgive the noob question - what does it mean by with or without "circularities"? Is this refering to rings of polys?

read 881 times
9/13/2011 2:48:57 PM (last edit: 9/13/2011 2:48:57 PM)
show user profile  Nolan
I THINK it means rigging with dummy objects? Maybe its referring to something within the game engine of Oblivion.
read 864 times
9/13/2011 4:36:03 PM (last edit: 9/13/2011 7:17:51 PM)
show user profile  digital3ds
i like starting with mudbox models if its a humanoid figure... the geometry is clean and the proportions are right
- Mike Sawicki

read 838 times
9/14/2011 12:17:29 AM (last edit: 9/14/2011 12:17:29 AM)
show user profile  Mr_Stabby
>>THINK it means rigging with dummy objects? Maybe its referring to something within the game engine of Oblivion.

ive spent more time then id like to admit on oblivion.. nope its not, no clue what he ment by that

read 832 times
9/14/2011 12:51:40 AM (last edit: 9/14/2011 12:51:40 AM)
show user profile  Dave
Yeah... I have little idea what the circularities means either, something to do with edge flow/Topology? The architecture is listed as "without circularities"... so, yeah... that's my guess.

That list is all static meshes though... meaning you're re-creating the statue? I thought perhaps you were creating a character based on the statue. (characters are generally not static meshes).

If it's a statue you're doing, then this is probably good for you if you know little about modelling humans, all you need to know is how a human looks, what proportions to use, etc. While I'm certainly not saying you should ignore how to properly model them (ie, good topology for better definition and animation)... I am saying it's certainly less important in the case of a static mesh.

In an ideal world, of course... and if you have enough time to do so, learning both (and they will each help learning the other) would be the wisest thing for you to do. But if you find yourself against the clock, just remember... it's a statue... theoretically no different to any other static mesh, ie... a crate, a barrel, a giant rock.

I can't imagine my ramblings have helped you in the slightest... but best of luck with it!

Also... if you could shrink that image down, that would be SUPER.

"I flew over Egypt once"

read 824 times
9/14/2011 2:03:37 AM (last edit: 9/14/2011 2:04:03 AM)
show user profile  Nolan
Had a bit of time open this morning before class. Having trouble keeping the poly count low for the game engine. Any tips?

Low poly 94

High poly 738

read 702 times
10/6/2011 4:56:52 PM (last edit: 10/6/2011 5:11:04 PM)
show user profile  Dave
I hope you're not just slapping a turbosmooth on that and calling it a day? Also... you are aware that the low-poly version is the one you put in the game, right? NOT the sub-divided one.

So... tips on keeping the poly count low = use less polys.

I'm not trying to be a dick, but I don't quite see how that answer isn't obvious.

What are you trying to do here? Explain your intended methods, your approach... because by the looks of things, you might already be going in the wrong direction.

"I flew over Egypt once"

read 684 times
10/6/2011 5:14:46 PM (last edit: 10/6/2011 5:14:46 PM)
show user profile  Nolan
Im modeling both of these (one with and one without turbosmooth) for in game use. Correct me if Im wrong but that should be ok to do. He wanted one with about 2000 polys total then one with about 10k polys total. I was going to use the unturbo smoothed one as my low poly version (which would be used as a smaller in game item) and if it was far below 2000 then I would touch it up and add detail at the end. (Which seems to me like the most reasonable way to do it. This IS my first time ever doing this though). I would use the turbo smoothed version as the 10k poly version because it seemed to do a good job at adding detail to it. The base mesh will be different for the higher poly version to correct some things that I dont want in turbo smooth.

Now do you think I should do away with turbo smooth all together? It seemed like it would save quite a bit of time with out doing much harm to the model.
read 678 times
10/6/2011 5:23:11 PM (last edit: 10/6/2011 5:23:11 PM)
show user profile  Sangre
I don't recommend you to use turbosmooth. 10k polys for a statue like this is overkill if you ask me. Keep in mind that you'll need to unwrap the bastard which is a pain even with low poly models. Your low poly leg also looks flat even though there's a line of edges in the middle that don't effect geometry (which is bad for real time environment). Why don't you move it out a little and forget about this whole turbo-mesh smooth thing?
read 670 times
10/6/2011 5:47:38 PM (last edit: 10/6/2011 5:47:38 PM)
show user profile  Dave
10k models might seem a bit scary... but seriously, building a 2k model and applying a turbosmooth really isn't the way forward here. Remember that you're not just trying to hit a poly-count here... if I'm given a brief to model characters in 500 triangles and I can get excellent results in 400... I'm not going to pointlessly add in the other 100 just because it's the limit.

Low poly modelling was nicely defined by K-Tonne as "Polys you place manually".. or something to that regard. A 20k game asset is still to be considered a low poly model. It would be foolish to waste polygons, and that's exactly what applying a sub-division will do.

Whoops, got my numbers wrong. Where did I get 20k from? Oh well.

"I flew over Egypt once"

read 669 times
10/6/2011 5:49:08 PM (last edit: 10/6/2011 5:54:46 PM)
show user profile  Nolan
Ok I can understand that Ive heard some troubles with using turbo smooth but it seems like a pretty good option. I wasnt planning on using it purely to up the polycount but to smooth out edges and add detail (which it seemed to be working pretty well at). In most of the polymodeling tutorials that I have seen that is what they did. Is it different when your modeling for a game engine?
read 653 times
10/6/2011 6:25:32 PM (last edit: 10/6/2011 6:30:16 PM)
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