ANDEWEGET: The arms and legs
Darth_Spiderpig: For the TCW obiwan head and skin
Moderator: Moderators
I had it looking much more like real cloth before, but changed it to this. The real cloth look just didnt really work.Labj wrote:Try to make the kama thing look like fabric, you can try the canvas filer, and then blurring it a bit.
THEWULFMAN wrote:Finally got around to making this for Slime615, anyone know what it is?Hidden/Spoiler:
I honestly dont know what to make of this. I am going to censor myself of any misunderstanding and be as delicate as I can. I have not optimized the model yet, but I made it like so to be as acurate to the texture I was useing. Mainly because I was useing the texture as a reference. I need to rip all the extra vertices off, and redo the faces, but otherwise I am happy with my work. I dont understand what you mean by bad edges. I have many of my models ingame, and I have an extremely low-end cp, and do not have any more lag than I would with a stock model.VF501 wrote:THEWULFMAN wrote:Finally got around to making this for Slime615, anyone know what it is?Hidden/Spoiler:
Your edgeflow and poly spam makes my eyes bleed. You can really clean that up allot, and make it more effective and neat without the bad edges.
Example. Whipped up in 10min to illustrate more efficient use of polygons, and better edgeflow. Still not 100% optimum though. Except for the parts I haven't cleaned up in the center, every edge adds to the shape of the model and does not cross back into the mesh in a messy way like the area around your trigger guard does. Study this kind of thing and practice it to improve your work. The more you do, and the more new things you try the better you get.
890 trianglesHidden/Spoiler:
He's talking about from a good-modelling-practice perspective rather than a-getting it working-ingame perspective.THEWULFMAN wrote:I honestly dont know what to make of this. I am going to censor myself of any misunderstanding and be as delicate as I can. I have not optimized the model yet, but I made it like so to be as acurate to the texture I was useing. Mainly because I was useing the texture as a reference. I need to rip all the extra vertices off, and redo the faces, but otherwise I am happy with my work. I dont understand what you mean by bad edges. I have many of my models ingame, and I have an extremely low-end cp, and do not have any more lag than I would with a stock model.VF501 wrote:THEWULFMAN wrote:Finally got around to making this for Slime615, anyone know what it is?Hidden/Spoiler:
Your edgeflow and poly spam makes my eyes bleed. You can really clean that up allot, and make it more effective and neat without the bad edges.
Example. Whipped up in 10min to illustrate more efficient use of polygons, and better edgeflow. Still not 100% optimum though. Except for the parts I haven't cleaned up in the center, every edge adds to the shape of the model and does not cross back into the mesh in a messy way like the area around your trigger guard does. Study this kind of thing and practice it to improve your work. The more you do, and the more new things you try the better you get.
890 trianglesHidden/Spoiler:
He was blunt, but the goal is instruction. No, not everyone has formal 3D art training. That should make the expertise of those who do (or those who simply have more experience) that much more valuable. Don't read too much into a brusque post - being complimentary is always welcomed, but hugs and rainbows all the time can have a negative effect, too.Sky_216 wrote:He's talking about from a good-modelling-practice perspective rather than a-getting it working-ingame perspective.
@VF501 - that was a tad rude, not everyone has had some kind of formal education in CGI. Also why the extra detail at the front of the barrel? Seems really pointless, especially if the focus was a low-poly model....
I dont want to sound like I am just agreeing because he said it, but yeah. I was kinda insulted. Was my method bad, yes, was my results good, I think so. And I did not even include a tube inside the barrell like I normally do to save polys.Sky_216 wrote: He's talking about from a good-modelling-practice perspective rather than a-getting it working-ingame perspective.
@VF501 - that was a tad rude, not everyone has had some kind of formal education in CGI. Also why the extra detail at the front of the barrel? Seems really pointless, especially if the focus was a low-poly model....
I Concur :plokoon:Maveritchell wrote: He was blunt, but the goal is instruction. No, not everyone has formal 3D art training. That should make the expertise of those who do (or those who simply have more experience) that much more valuable. Don't read too much into a brusque post - being complimentary is always welcomed, but hugs and rainbows all the time can have a negative effect, too.
As a general rule, it is good to take instruction in stride if you are less experienced. As a general rule, it is good to give instruction with the understanding that those to whom you are giving it have vastly different levels of experience than you may. Let's move on from here.