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-   -   Low Poly Tunnel Engineer Thingamajig (https://simplymaya.com/forum/showthread.php?t=17213)

bubbleme80 30-06-2005 02:20 PM

Low Poly Tunnel Engineer Thingamajig
 
http://img189.imageshack.us/img189/9...gerside2jy.jpg
http://img90.imageshack.us/img90/4158/digger15br.jpg
http://img90.imageshack.us/img90/7892/digger25dt.jpg

I am creating this and other stuff for demo reel to show to video game companies, tryin to get me a job.

In video-games, how are these "separate" objects made? Are they just separate geometry just sitting on top of the main body? Or are they actually single geometry for entire body + other stuff? Like hats and shoes and stuff?

Thx.

btw, The Game Artist's Guide to Maya book by McKinley helped a lot while making this. didn't follow step by step, i was rushin.

bubbleme80 30-06-2005 02:21 PM

just realized he needs to get fattened up a lot more. i want him all.. jiggly and stuff while digging tunnels.

mtmckinley 30-06-2005 03:46 PM

Glad to hear the book is helping. :)

Looking like a good start! Really like the concept drawing, too.

Whether or not hats or shoes or whathaveyou is attached to the model is really dependant on the game engine used. Lighting can break apart where geometry intersects, so in such cases, the mesh is made as singular as possible. In others, it's not a big deal.

For a demo, I wouldnt worry too much about it and do whatever's comfortable. Once they hire you, they can tell you about their specific requirements regarding that kind of thing.

bubbleme80 02-07-2005 01:28 AM

Here is what i got so far

http://img274.imageshack.us/img274/20/untitled17ps.jpg

as you see.. the elbow pad, knee pad, and head light are separate geometry.

My question is...

the straps on those items have edges, meaning that they are completely flat. I wish to use alpha-channel on them to show wear and tear on them.

Is this an OK thing for to show on demo reel? Are these too many of separate geometry in numbers that have flat polygon w/ edges?

THank u

mtmckinley 02-07-2005 02:21 AM

I think I would suggest making those straps a part of the arm's texture itself, as opposed to creating geometric straps. It'd allow for more detail. Using a normal map (ie. bump map) (eventually) you'd be able to make the strap appear to be a raised part of the surface.

bubbleme80 02-07-2005 04:44 AM

ah! thx, i haven't thought of doing that.

bubbleme80 20-07-2005 05:55 AM

http://img192.imageshack.us/img192/1391/digger16vp.jpg

Angalid 20-07-2005 11:28 AM

man, thats awesome! thats a really good lowpoly model. hoe many faces?

dgustavson 20-07-2005 02:58 PM

I like him. It looks good.
Could use him in the future to help put in lawn sprinklers at my house. :)

Total Rookie 20-07-2005 03:07 PM

Hey, that's cool! Don' t want to offend but that thing without texturing looks like your avatar!

mtmckinley 20-07-2005 03:17 PM

very nice job so far.

I like the wrinkles and such in the skin of the face. You definitely will want to do that kind of detail everywhere.

The denim "grain" on the clothes seems too large.

Keep it up!

bubbleme80 20-07-2005 09:12 PM

http://img349.imageshack.us/img349/7893/digger13mv.jpg

bubbleme80 21-07-2005 07:17 AM

http://img302.imageshack.us/img302/6938/digger17ng.jpg

dae 21-07-2005 08:47 AM

cool model bubbleme80, nice textures too, it is nice to see low poly models in this thread.
Dae

JCUBE 22-07-2005 01:10 AM

I like it. Tunnel Engineer, great name.


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