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Troll Queen

04-22-2006, 12:32 PM#1
Travinkel
Based of a concept by Erwt. Check the concept art forum.

I don't like it, in fact, I think it looks like crap.

516 vertices. Is too damn much. I still need to optimize it though.

There's a lot of issues I have to work on, especially to weld the pieces together. (I don't know how to do that, but I'll probably figure out)

Anyways, here it is.


Any suggestions?

Btw. Should I remove the smooth modifier?

Oh and, modelling Wc3 models is kinda limiting, isn't it?
Attached Images
File type: jpgClipboard.jpg (25.8 KB)
File type: jpgClipboard1.jpg (7.7 KB)
File type: jpgClipboard2.jpg (46.4 KB)
File type: jpgClipboard3.jpg (28.5 KB)
04-22-2006, 12:38 PM#2
HatewarE
is that your first model? What program do you use?

And aye, wc3 modeling is limited.
04-22-2006, 12:42 PM#3
Travinkel
Yeah, it's my first model. I used Gmax.

Some parts of the model isn't symmetrical though, which sucks, but I doubt it'll be viewable in-game though.

It's kinda funny compared to DoW's uber-limit of 3000 vertices (faces or whatever) or so.
04-22-2006, 02:06 PM#4
Tim.
Of course it is limited, look at how old the game is.

Anyway try removing the smooth and let us see how it looks.
04-22-2006, 02:14 PM#5
Travinkel
Quote:
Originally Posted by Tim.
Of course it is limited, look at how old the game is.

Anyway try removing the smooth and let us see how it looks.
Hence the comparison between IT and DoW

Uploaded another ss.
04-22-2006, 02:30 PM#6
erwtenpeller
the smooth modifyer blows, smooth it using smoothing groups.

i'll be honest, it does indeed, not look good.

modelling for games is limiting, always. You always want to spent as little polies as you can and still make it look good.
04-22-2006, 02:43 PM#7
Travinkel
Quote:
Originally Posted by erwtenpeller
i'll be honest, it does indeed, not look good.
Mind elaborating a bit?
04-22-2006, 02:48 PM#8
erwtenpeller
not much to say about that really. Use a symmetry modifier though, read whitehorns box modelling tutorial. Make sure you have an equal flow of polygons (they should all be around the same size) and try to avoid using 3-sides polygons.
04-22-2006, 02:52 PM#9
HatewarE
are there actually any modifiers in Gmax?
04-22-2006, 03:21 PM#10
Travinkel
Quote:
Originally Posted by erwtenpeller
not much to say about that really. Use a symmetry modifier though, read whitehorns box modelling tutorial. Make sure you have an equal flow of polygons (they should all be around the same size) and try to avoid using 3-sides polygons.
Thanks! I doubt there's a symmetry modifier in Gmax though. I have an equal flow of polygons I think, besides that, are you even sure it's noticeable in-game? With a proper skin you won't even notice such things.
04-22-2006, 03:29 PM#11
erwtenpeller
you will when its animated and the such. An equal distribution of polygons means that the skin will be stretched equally when its animated.
04-22-2006, 06:37 PM#12
Tim.
Youch, doesn't look too pretty now that I can see it clearly. Take into account what Erwt suggested, that's the first step.
04-22-2006, 06:59 PM#13
Travinkel
Nice. I might as well redo it, thanks for the crits.