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Good low poly character tutorials
show user profile  Kajico
Yeah I have some saved from google already, but I'm wanting more recommendations from those who have experience in modeling game characters for next gen system. Kind of looking for tutorials on what is good poly flow for game characters. I'm so used to hi-poly models, that's all I ever did but I've been experimenting more and more with game development recently and want to expand into this field.

So any advice would be good, looking more towards the head aspect of things for low poly models, how many polys should a face have what is good poly flow etc.


(\/) (°,,,°) (\/) Woop woop woop!




read 628 times
8/27/2009 9:37:50 AM (last edit: 8/27/2009 9:37:50 AM)
show user profile  Dave
Tutorials from my most repsected/favourite games artist:

http://www.poopinmymouth.com/tutorial/tutorial.htm

Edit
"So any advice would be good, looking more towards the head aspect of things for low poly models, how many polys should a face have what is good poly flow etc."

Many, including myself, will tell you that it's an extremely broad question. Disregarding the hardware capabilties of the game that a particular asset is to be in, the most common 'rule' for low-poly modelling is quite simply to use as little polys as possible whilst still retaining the initial concept as close as possible. if you ever NEED to use more triangles to improve an area, then you will, if you don't... then you don't!

"I flew over Egypt once"

read 624 times
8/27/2009 9:45:28 AM (last edit: 8/27/2009 9:50:40 AM)
show user profile  mattymoose
I'd agree with Dave that its a broad question. But I'm not going to let that stop me from pretending I know what I'm talking about. I'm going to say for a "next gen" game, characters should have around 10-15,000 triangles (maybe up to 30, depending on the platform and use of the character) and 2x1024 diffuse textures, one for the body and one for the face. The main idea for "poly flow" if I am reading you right, is to use all of your polygons to define the sillhouette of the character. Any non-sillhouette surface detail should be created with texture maps.


read 612 times
8/27/2009 10:33:44 AM (last edit: 8/27/2009 10:33:44 AM)
show user profile  Kajico
thanks for the feedback guys


(\/) (°,,,°) (\/) Woop woop woop!




read 565 times
8/28/2009 4:54:53 AM (last edit: 8/28/2009 4:54:53 AM)
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