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# 1 10-02-2007 , 03:46 PM
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College Class - Games: Modeling and Texture

Hello all,

This semester, I am taking a course called Games: Modeling and Texture, and it revolves around creating low-poly models with textures decent enough to compensate for low-poly-ness.

As the class progresses, I thought I'd post my progress and images of my models, and gather whatever feedback I can to make my models/textures better.

Class goals:

1) Create 3 models; all must be no more than 3,000 faces (polys). Quads and triangles are accepted; no 5-sided faces (or worse!)

2) Create a "main" character; one that will be used in a LoD (Level of Detail) project, in which the model will change poly resolution as it changes its distance from the camera. High-detail will be when the model is close to the camera, and will display its maximum resolution (its highest poly-count). As it moves further away from the camera, the model will switch to low-res versions of itself; about 1,500-2,000 faces at medium distance, and 700-1,200 faces at a far-away distance.

3) One model will be used for a "texture switch" assignment. In this case, no geometry can be altered; I can only create a different texture and assign it to the same model (hopefully radically different enough for it to appear as a completely different model).

Now let me get some images up...mind you, I am only done with 2 weeks of the class; I have 13 more (weeks) to go.

EDIT 1:

My apologies for the gigantic images...bloody widescreen monitors...

It's not mine, either! It's the school's...

EDIT 2:

Deleted the massive images and reposted smaller ones - look below user added image



Last edited by severinianthony; 10-02-2007 at 04:45 PM.
# 2 10-02-2007 , 03:56 PM
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Close up of the head geometry (113 faces).

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# 3 10-02-2007 , 04:17 PM
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Hey man, looks like a good start so far.

Watch the image sizes that your posting, there huge man! On a 1920 x 1200 resolution I still have to move around to see them, as in the image sizes post try to keep them to 640 x 480 (I think).

Any who on to your model, like I said looks a good start, I dont know much about games modeling but the textures seem to be the thing that pretty much makes it or breakes it.

On a side not you can set up level of detail in maya, so that the further away the camera is the less detail is shown (great for large scenes!) dont know if it will be much use to you but its worth a look in the help files for how to set it up!

Do you have some concepts for the the main guy and the spider as in how your going to texture them?


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# 4 10-02-2007 , 04:28 PM
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i see photoshop in those screen, so use the crop tool. we dont want to see the all awesome details in mayas UI, since we all here own maya.

# 5 10-02-2007 , 04:29 PM
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"Watch the image sizes that your posting, there huge man! On a 1920 x 1200 resolution I still have to move around to see them, as in the image sizes post try to keep them to 640 x 480 (I think)."

Lol, agreed...these blasted monitors are huge...but for sure, I'll crop my images to focus on specific sections from now on ^_^

"Any who on to your model, like I said looks a good start, I dont know much about games modeling but the textures seem to be the thing that pretty much makes it or breakes it."

Amazingly enough, I've seen some demo-reels of past students; they've made some unbelievable models...about 1,200-1,500 faces, but textured excedingly well; they look like something you can find in UT games (2004 in particular)

"On a side not you can set up level of detail in maya, so that the further away the camera is the less detail is shown (great for large scenes!) dont know if it will be much use to you but its worth a look in the help files for how to set it up!"

In truth, no I did not know about that...I will most certainly have to keep that in mind!

I was keeping a MEL script on hand that came with the Alias hyper-real body DVD; the script takes your model and creates a low-rez version of it...like the "smooth" feature, but in reverse! Anyway, I was keeping it on hand so that if my model got too big, or I couldn't create a low-rez version of my model(s), I would have it around to help me out...but it looks like that is not the case, now!

"Do you have some concepts for the the main guy and the spider as in how your going to texture them?"

Texture-wise, I have only put minor thought into the mummy, such as decayed, aged bones and browning, withered wrappings...I was also planning to make his clothing rich, bright and beautiful, initially, with vibrant blues, striking golds and deep crimson reds...

...then I would blast it all with a heaping helping of Photoshop's burn tool to give it that few-hundred-years-decayed look...:p

As for the spider, eh...nothing initially came to mind, but I suppose I can create many ideas, as that model will be used for my texture switch assignment. I could do a black-widow approach, with the model mostly black, with a striking red symbol on its back...or some earthen colors; I especially loved the one at this link:

https://magickcanoe.com/spiders/wolf-...ge-regular.jpg

Anyway...I'm sure you've also noticed that I mentioned I had to make 3 models for the class, but here I've only posted two...I'm still deciding on the third. I am leaning towards a sea-serpent witch sort of character...perhaps similar to the Naga in Warcraft 3. But that's for later...

Anyway, thanks for the prompt feedback ^_^


# 6 10-02-2007 , 04:39 PM
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*Sigh*...allright, one more time on that spider.

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# 7 10-02-2007 , 04:42 PM
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Re-post of the mummy, flat-shaded

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# 8 10-02-2007 , 04:44 PM
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And re-post of the wireframe view

Comments from first post:

And a wireframe view.

Compare the colors on the model to its corresponding layer; I gave some of the arm, hand and leg geometry the axe and instead put some "wrappings" on the model.

While I understand that this will make texturing harder later, I did it mainly to cut down on faces (the left hand is 408 faces; the right hand with wrappings is 278 faces!).

An additional positive note on doing this is that it created a bit of "anti-symmetry"...which I like ^_^

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# 10 10-02-2007 , 06:55 PM
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HOLY crap you talk alot!

lol looks great so far.


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# 11 11-02-2007 , 06:57 AM
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Originally posted by starjsjswars
HOLY crap you talk alot!

lol looks great so far.

Aye, lol...I have a lot to say, sometimes :p


# 12 21-02-2007 , 06:39 PM
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Did some additional modeling on the spider; I pretty much just threw on a lot of split-edges to round it out more.

One spilt-edge for each leg, and 4 more in the back-end of the spider; again, just to round it out.

Pretty much doubled it's face count, but I'm still nowhere near my limit.

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# 13 25-02-2007 , 09:34 AM
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Painted the UV's.

Unfortunately, my render is no-good, so I'm going to have to get back to you on a 3d view.

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# 14 25-02-2007 , 09:46 AM
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Perspective view.

I'm mostly happy with the wrappings and the tassal (tassal? tassle? The uber-long loincloth thing...).

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# 15 05-03-2007 , 01:08 PM
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Here's how my spider texturing is coming along...lookin' a bit fuzzy ^_^

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