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3 Dimensional Chat / Orc - High Poly Renders

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Dave J
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Joined: 11th Feb 2003
Location: Secret Military Pub, Down Under
Posted: 15th Jan 2004 07:17
This is my very first high-poly head model, my low-poly human models are quite sub-average so I had no idea how this would turn out.

I decided to do an Orc because then I wouldn't have to be so bent up on accurate proportions and having to make him look realistic, I'm also a horrible texture artist so I'm quite surprised this one didn't look that bad. You might also notice the texture on the neck is very distorted and not mapped properly, this is because I skipped over that part completely and just focused no the head. So hopefully you won't yell at me too much with that. I decided that this character would be a bit muddy and dirty, being an orc and all, he probably hasn't had time to have a bath so I tried a little to add that into the texture also.

Next up I'm probably going to add teeth and then do some facial animations for this guy. Will update with some more renders when they're done.




10,223 polys - Again, this is my first High-Poly model so please be kind when you crit him.


"Computers are useless they can only give you answers."
M00NSHiNE
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Location: England, UK
Posted: 15th Jan 2004 10:40
Nice looking....looks very happy. I thought orcs were evil, but I guess thats just a warcraft thing.

ZEDWARE website coming soon... //END TRANSMISSION//
walaber
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 15th Jan 2004 11:37
your model definately has sauce.

would definately like to see some cool facial expressions

Go Go Gadget DBPRO!
arras
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 15th Jan 2004 23:57
Good one, may be you can try to deform his head a bit ...its too round for human ...not speaking about orc
Represent
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Posted: 16th Jan 2004 00:07
Nice Exeat. I cannot wait to see the others.
indi
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 16th Jan 2004 06:18
Its great but i keep thinking of abe. from oddworld.
actarus
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Joined: 29th Aug 2002
Location: 32 Light Years away
Posted: 16th Jan 2004 15:10
No wires=Hard to comment on the surface's potential ability to deform nicely

BlackBird thinks he owns the sky,
But he can't look me in the eye,
-Andy Bell
Dave J
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Location: Secret Military Pub, Down Under
Posted: 16th Jan 2004 16:03 Edited at: 16th Jan 2004 16:06
Thanks for the compliments everyone. If all works out some evil poses will be coming in the following days.

Some wire's just for you Actarus




I hid the eyes and the inside of the mouth to make the rest of the mesh easier to see. Hope you don't mind.

I have no idea how well it will deform either because this is basically just a learning excersise for me. If it doesn't work I'll just have to try again.


"Computers are useless they can only give you answers."
actarus
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Posted: 16th Jan 2004 16:31
Thanks.

From the first look,I can tell you everything is well layed out for facial animations,concentric loops around the eyes and mouth,the lines from the corner of the mouth are straight and should remain that way,the rest would really depends on you and the way you would like the skin to deform.

On the other the polycount,while I HAVE seen models that reached beyond this count, is much too dense right now considering the amount of detail.

Remember that if a polygon doesn't contribute to "SHAPING" the object,then it is a waste of data,right now there are plenty of polygons in rather "FLAT" areas of the mesh,mainly the TOP and BACK head.

I know it's a practice but keep in mind that Meshsmooth or NURMS are made to make your life easier so as an example,instead of using around 12 polygons of "wideness" for the nose,4 would've done it well and a few more to get it to look really "wrinkly".Let the smooth algorithm do the rest of the job.

All that said,keep it up,it's good to see high polygon models around,I personally think they are an important part of game dev.

BlackBird thinks he owns the sky,
But he can't look me in the eye,
-Andy Bell
Mussi
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Joined: 27th Jan 2003
Location: Netherlands
Posted: 16th Jan 2004 20:15
looks very nice , but I think you should do something about his facial expression, he looks kinda happy , he should be mad (and ugly )
at least that's what I think



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
Dave J
Retired Moderator
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Location: Secret Military Pub, Down Under
Posted: 17th Jan 2004 02:25 Edited at: 17th Jan 2004 02:26
Quote: "On the other the polycount,while I HAVE seen models that reached beyond this count, is much too dense right now considering the amount of detail.

Remember that if a polygon doesn't contribute to "SHAPING" the object,then it is a waste of data,right now there are plenty of polygons in rather "FLAT" areas of the mesh,mainly the TOP and BACK head.

I know it's a practice but keep in mind that Meshsmooth or NURMS are made to make your life easier so as an example,instead of using around 12 polygons of "wideness" for the nose,4 would've done it well and a few more to get it to look really "wrinkly".Let the smooth algorithm do the rest of the job."


Thanks for the advice. Reguarding the high poly, the wires I posted above are actually after the meshsmooth effect, so I'm not sure I have all that much control over how many it adds. This is an original wireframe without the smooth:



The eyes take up most of the polygons because to make them look real I have many layers of spheres to refract the light properly. This low-poly version is 1540 polys. The meshsmooth'd version without eyes is 6093.

It probably still has too many, particularly in the places you mentioned. I think my problem is when I'm trying to keep perfect quad polys the only way I can think to do this is by extending the edgeloops all the way around to the back of the head. And even then I still have some triangles or 5-sided polys left over, you can see a couple at the corner of the mouth amongst other places.


"Computers are useless they can only give you answers."
Andy Igoe
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Location: United Kingdom
Posted: 17th Jan 2004 04:53
awww cuddly .


God created the world in 7 days, but we're still waiting for the patch.
PiratSS
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Posted: 17th Jan 2004 05:04
Lol, oddworld Great PS1 Times

Dual AMD Athlon MP 2x1GHZ | IBM 15000Rpm SCSI 73.4 Gb X 2 | e-GeForce Ti4400 | Audigy 2 + 7.1 Surround sound | 17' Monitor | Ugly mouse

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