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View Full Version : 3D Skeleton Model (Low Polygon)



TheSummoner
2011-04-21, 11:36 PM
I made a low-polygon model of a skeleton and I would appreciate some feedback on it. In the perfect world, one day I will use this model (or a redone version of it possibly) in a RTS game.

Though polygon count is nowhere near the issue it was in the early days of 3D gaming, the high number of potential models on screen at any given time in a RTS makes it more of a concern than it would be in any other type of game.

Keep in mind that these images are much closer to the model than any player would ever see, but do not use that as an excuse to go easy on the criticism.

Pictures

http://img198.imageshack.us/img198/292/skeletons.png
http://img707.imageshack.us/img707/7021/skeletonmidclose.png
http://img848.imageshack.us/img848/3342/skeletoncloseup.png
http://img691.imageshack.us/img691/1092/skeletonback.png

Wireframe

http://img69.imageshack.us/img69/5954/skeletonwireframe.png

360 Degree Video

http://www.youtube.com/watch?v=JH5nKLMnPdc

Thanks. ^_^

Croverus
2011-04-22, 12:09 AM
This is very well made, the only thing I'd criticize is that the joints don't seem thick enough and the feet and hands seem too short. The skull and ribcage are amazing though, well done!

TheSummoner
2011-04-22, 12:38 AM
The hands are actually meant to be in a fist, so thats probably why they seem shorter. As for the feet, I think that might be the angle in the first picture more than anything... Compare it to the video and they seem a bit longer there.

Your comments on the joints are noted.

Haruki-kun
2011-04-22, 12:45 AM
Hmmm... This is really good. Can we get a screenshot of the wire frame, though? It makes it easier to analyze it.

Andraste
2011-04-22, 01:30 AM
The hands look like their missing all the fingers. If they're supposed to be fists, then they're quite small.

TheSummoner
2011-04-22, 09:40 AM
Hmmm... This is really good. Can we get a screenshot of the wire frame, though? It makes it easier to analyze it.

Here you go... Wireframe turned on, textures turned off, set to flat lighting. (also editing it into the first post)

http://img69.imageshack.us/img69/5954/skeletonwireframe.png

Edit: Mudbox version looked like crap... Did a screen capture in Max to get a better one.

Haruki-kun
2011-04-22, 09:48 AM
Here you go... Wireframe turned on, textures turned off, set to flat lighting. (also editing it into the first post)

*snip*

Not what I was referring to... I just need to see the lines.

.....unless those ARE the lines, in which case this can't be low polygon. <.<

EDIT: AH! Like that! :smalltongue:

Eleanor_Rigby
2011-04-22, 10:06 AM
Would it mess with a lot of stuff/ over complicate matters if you bent the elbows slightly? Or is that irrelevant because he's not posed? Everything's rather rigid so it doesn't look like an animated skeleton right now if that makes sense, he'd benefit from having worst posture for that.
The fists look more like fists in the wireframe than in the skinned model but they still look a little off... In the images with the textures though it looked like you'd left the hands out completely at first.

Overall, a heck of a lot more impressive than I could do. :smallbiggrin:

TheSummoner
2011-04-22, 10:22 AM
The model isn't rigged or skinned at the moment (as ironic as this is for a skeleton... No bones)...

So yeah... He isn't an animated or posed skeleton... Atleast not right now. I will be doing an animation with the skeleton, so when I get to it, I'll post a few posed pictures.

Don't really know what caused the difference between the fists in Max (the wireframe) and Mudbox (the rest of the pictures). They got sized down a fair bit when I imported it from Max to Mudbox for detailing and texturing...

Eleanor_Rigby
2011-04-22, 11:16 AM
The model isn't rigged or skinned at the moment (as ironic as this is for a skeleton... No bones)...

So yeah... He isn't an animated or posed skeleton... Atleast not right now. I will be doing an animation with the skeleton, so when I get to it, I'll post a few posed pictures.

Don't really know what caused the difference between the fists in Max (the wireframe) and Mudbox (the rest of the pictures). They got sized down a fair bit when I imported it from Max to Mudbox for detailing and texturing...

That's what I get for trying to sound clever I guess. :smallredface:
(I thought textures and skins were basically the same thing, I've not worked with 3D computer models)

I s'pose you might be able compensate by giving him massive fists in the wireframe then if you can't figure out what's causing the discrepancy?

TheSummoner
2011-04-23, 11:08 PM
Well, depending on where the fists got messed up, I might not need to compensate... If it messed up when I was exporting the file from 3DS Max, then I will need to tweak it. If it messed up when I was importing the file to Mudbox, it won't be necessary.

Ajadea
2011-04-24, 12:40 AM
The neck looks a bit long, maybe. The hands are definitely weird-looking. The joints where the legs meet the pelvis are a bit too far away: the ball joint is closer to the main length of the femur in a human.