| 04-22-2006, 12:32 PM | #1 |
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? |
| 04-22-2006, 12:38 PM | #2 |
is that your first model? What program do you use? And aye, wc3 modeling is limited. |
| 04-22-2006, 12:42 PM | #3 |
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 |
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 | |
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Uploaded another ss. |
| 04-22-2006, 02:30 PM | #6 |
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 | |
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| 04-22-2006, 02:48 PM | #8 |
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 |
are there actually any modifiers in Gmax? |
| 04-22-2006, 03:21 PM | #10 | |
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| 04-22-2006, 03:29 PM | #11 |
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 |
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 |
Nice. I might as well redo it, thanks for the crits. |
