SimplyMaya Forums

Welcome to the forum, feel free to ask questions here.


SM Forums / Your Work / Work In Progress / ***TOPOLOGY***

Work In Progress Post your WIP here to get some feedback and critique from our other members.

Join the conversation. Reply to post
Page 3 of 16 1 2 3 4 5 13 Last »
 
Thread Tools
07-01-2007, 12:17 AM   #31
arran
Registered User
 
arran's Avatar
 
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
Hey - excellent idea for a thread Jay - lots of useful info so far.



I thought I might post this low poly zombie which I have been working on for the last week. the ears haven't been attached yet.

it would be good to hear any advice for working on game characters as well.
Attached Thumbnails
Click image for larger version

Name:	zombie.jpg
Views:	924
Size:	88.3 KB
ID:	32140  
__________________
arran3D

arran3D blog
  Reply with quote
07-01-2007, 01:03 AM   #32
DJbLAZER
Registered User
 
DJbLAZER's Avatar
 
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
Quote:
Originally posted by Jay

DJ: As you can see four sided (possible from NGons causing the patches)
I see that it's dividing the four sided sometimes yes... but I wonder why... that's just making it less clean to look at. But what do you mean with "possible from NGons casuing the patches"? An NGon usually means a polygon with more than 4 sides and as far I can see this model has only four sided polys.
  Reply with quote
07-01-2007, 01:44 AM   #33
publicFunction
Senior Software Developer
 
publicFunction's Avatar
 
Join Date: Jan 2005
Location: Livingston, Scotland
Posts: 1,701
Quote:
Originally posted by arran
it would be good to hear any advice for working on game characters as well.
Mike would be the best man for that, but from what I learned on my 8 monh stint on an Indie Project, was if a texture can do the job don't model it. The eyes for example can be part of a facial texture, so there is little need to go into mass detail on the face, save the poly count for something else.

If you have Steam and own HL2 get the SDK and have a look at some of the models (7,000+ polycounts), the textures are great and if you have XSI you can import them for a more detailed look. Modelling for games is all about limitation and your budget. How many polys we can spend on each main character? How many polys we can spend oneach secondary character? How many polys the engine will allow on screen at anyone time? the list is endless. But hey thats why Art Directors get paid the big bucks :p
__________________
Chris (formerly R@nSiD)
Twitter
When the power of love overcomes the love of power the world will truely know peace - Jimmy Hendrix
Winner SM VFX Challenge 1
3rd Place SM SteamPunk Challenge (May 2007)
  Reply with quote
07-01-2007, 09:56 AM   #34
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,277
DJ

Go back to page 1 of the thread (I think) you'll see a layout of polys I did for this thread, N Gons are there...

Vlad: thanks for posting that up, I have that too, I believe Stahlberg had his 'fingers in the pie' on that one, in fact yes it mentions it at the bottom of the image. Its a good image to use. I started out looking at that and stuff by Bay Raitt (The Edge Loop Master) and just worked my own theory from the two.

Arran: Great stuff, we should mix the thread up with Game and Hi res meshes, Im sure people would apprecaite it here. And yeah lets give Mike a shout

MIIIIKEEE!!

Cheers
Jay
  Reply with quote
07-01-2007, 10:07 PM   #35
arran
Registered User
 
arran's Avatar
 
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
thanks for the tips R@nSiD.

Yeah, Ive got HL2 and have been meaning to download the sdk. I don't have XSI, but I remember that some guy had imported a half life model into maya a while back...

It'd be good to see some other low poly models in this thread.
__________________
arran3D

arran3D blog
  Reply with quote
08-01-2007, 09:46 AM   #36
marlonjohn
Subscriber
 
Join Date: Feb 2006
Posts: 1,937
Sorry bout the late reply, had to format computer and reinstall everything :S what a hassel, luckily i backed up my maya things

Thanks jay, appreicate it this will help me alot for when i start to model lower res models. especially this topology i like even more, soo smooth and clean lol.

hey R@nSiD, are you telling me there is a way to see HL2 models? how awesome! where abouts can i get sdk...

marlon
  Reply with quote
08-01-2007, 04:05 PM   #37
arran
Registered User
 
arran's Avatar
 
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
I just happened to be looking in to it a minute ago. It's still a bit beyond me, but I might give it a go this weekend.

http://developer.valvesoftware.com/w..._Model_in_Maya

http://developer.valvesoftware.com/w...K_Installation

http://developer.valvesoftware.com/wiki/SDK_Docs
__________________
arran3D

arran3D blog
  Reply with quote
09-01-2007, 08:02 AM   #38
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,277
Hey Guys

Nice SDK stuff but a little off topic, try not to let it spiral...

Cheers
Jay
  Reply with quote
11-01-2007, 10:51 AM   #39
arran
Registered User
 
arran's Avatar
 
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
ok - let's see your palms!

just wondering how you resolve the underside of the hand - this is a picture of my palm from the current challenge - keep in mind i haven't really done too much to it yet, but I am just curious to see how others have handled the same area.
Attached Thumbnails
Click image for larger version

Name:	hotei6.jpg
Views:	868
Size:	62.2 KB
ID:	32240  
__________________
arran3D

arran3D blog
  Reply with quote
11-01-2007, 11:50 AM   #40
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,277
All the best with it Arran

Jay

  Reply with quote
11-01-2007, 11:53 AM   #41
arran
Registered User
 
arran's Avatar
 
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
cool! cheers Jay!
__________________
arran3D

arran3D blog
  Reply with quote
11-01-2007, 12:04 PM   #42
DJbLAZER
Registered User
 
DJbLAZER's Avatar
 
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
And here's a low poly hand I did a while back ago.
Attached Thumbnails
Click image for larger version

Name:	hand.jpg
Views:	833
Size:	71.6 KB
ID:	32242  
  Reply with quote
11-01-2007, 12:13 PM   #43
publicFunction
Senior Software Developer
 
publicFunction's Avatar
 
Join Date: Jan 2005
Location: Livingston, Scotland
Posts: 1,701
Jay,

Much love to you. I don't think you really know how much this sticky is helping.

Thanks a lot from everyone...
__________________
Chris (formerly R@nSiD)
Twitter
When the power of love overcomes the love of power the world will truely know peace - Jimmy Hendrix
Winner SM VFX Challenge 1
3rd Place SM SteamPunk Challenge (May 2007)
  Reply with quote
11-01-2007, 01:10 PM   #44
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,277
R@nsid

thank you, it's not a problem.. have fun with it all,

Jay
  Reply with quote
11-01-2007, 01:48 PM   #45
99GsTurbo
Subscriber
 
99GsTurbo's Avatar
 
Join Date: Oct 2006
Location: Boston
Posts: 566
nice hand jay lol
  Reply with quote