Register    Calendar    Members    ST Team    Forum Search    FAQ    Portal    Overview

Silgrad Tower: Oblivion » Beyond Cyrodiil » Valenwood » Valenwood Development » Valenwood Visual Dev. » Modeling and texturing hints and tips  
Last Post | First Unread Post Print Page | Recommend to a Friend | Add Thread to Favorites
Pages (2): « previous 1 [2] Post Reply
Go to the bottom of this page Modeling and texturing hints and tips
Author
Post « Previous Thread | Next Thread »
Windy
Guardian


Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Hmm, I just spotted this thread so I'm going to throw down the spam gauntlet.

@Arbiter:

My experience with extrusion modelling (more or less the same way Heywood does it, bar some minor differences here and there) is that they tend to produce fairly low-poly meshes. Certainly lower poly than Bethesda's work, and if you take the time to trim them down a bit then they can be quite low poly.

@Chrissloe:

For that pauldron, I'd have done it by using a square with a good number of length/width/height segments (whichever are appropriate) and then making the basic shape of the pauldron. From there, you can extrude, or you can subdivide a face and then extrude part of it. Alternatively you can create a separate part for the feathers and take it from there. I've made a fair few meshes with pauldrons that are shaped like that and I've found that squares work best. When you're done with it rotate your view under and you can simply delete the faces that aren't going to be shown (i.e. those that sit flush against the body). As for feathers, depending on where they are, if they're the kind of feathres where you will only be viewing them from certain angles, consider doing it as a flat, 2D sheet separate from the main pauldron mesh. Make sure the edge is relatively bumpy for the feathres, but you don't need much detail in the sheet. from there, let the texturers make the 'feather' effect with alpha and bump maps. That tends to allow you to get more clumped and detailed feathers, hair, etc. with less polys. For an idea of what I mean, take a look at Ren's hair meshes, they're mostly alpha'd and surprisingly low poly.

@Maggon:

To my knowledge, the typical Oblivion armor mesh is around 10,000 polys, give or take. Weapons vary a bit but are a few hundred to a few thousand polygons each. The polycount isn't a major deal for Oblivion since the engine is by and large able to handle a few extra polys, as long as they're there for a reason, I wouldn't really bother trying to pare down polys at the expense of quality. Also, those numbers are really fairly rough guides as far as I know.

__________________
There really should be a signature of some description here.
02.11.2006 10:18 Windy is offline Send an Email to Windy Search for Posts by Windy Add Windy to your Buddy List View the MSN Profile for Windy
Chrissloe
Seigneur


images/avatars/avatar-1500.jpg

Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

thanks windy, that is some great advice Good job!

I'll try it after my g3 break Yes

__________________
"Focus on the solution, not the problem"
02.11.2006 10:30 Chrissloe is offline Send an Email to Chrissloe Search for Posts by Chrissloe Add Chrissloe to your Buddy List View the MSN Profile for Chrissloe
Windy
Guardian


Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

No worries. Keep in mind that technique tends to work best if you have lots of bunched up feathers. I just took another look at the sketch. As is I'd say it'd probably work best with separated and extruded feathers.

@Heywood:

Oh...edge loops...I've always just referred to them as contours.

__________________
There really should be a signature of some description here.
02.11.2006 10:38 Windy is offline Send an Email to Windy Search for Posts by Windy Add Windy to your Buddy List View the MSN Profile for Windy
Azkur_pt
First Knight


Registration Date: 27.10.2006
Posts: 175
Location: Portugal

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

hey man you realy remember my old theciniques and I use some of that today too but now I like to work with hard surfaces making thins the way I want without subdividing and as you caqn see I made that with the tree house keep the good work and thx for the advices.....as for me I use my own thecniques and I tryed to teach them to my friends but I think they just cant be learned beacause my thecnicques were learned over time and not from reading I could say that I learned by playing around with shapes

__________________
I am a proud portuguese
02.11.2006 19:50 Azkur_pt is offline Send an Email to Azkur_pt Search for Posts by Azkur_pt Add Azkur_pt to your Buddy List
Windy
Guardian


Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Everyone has their own way of doing things, occassionally I can't do extrusion so I'll work directly with the vertices, but oh well.

__________________
There really should be a signature of some description here.
02.11.2006 23:21 Windy is offline Send an Email to Windy Search for Posts by Windy Add Windy to your Buddy List View the MSN Profile for Windy
Pages (2): « previous 1 [2] Tree Structure | Board Structure
Post Reply
Silgrad Tower: Oblivion » Beyond Cyrodiil » Valenwood » Valenwood Development » Valenwood Visual Dev. » Modeling and texturing hints and tips