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Author Topic: skeleton  (Read 8871 times)

Dosser

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skeleton
« on: October 05, 2008, 04:50:13 am »

As a follow-up to the skull I did a while back, I thought I'd try the rest of the body.

Here is a WIP shot of the skeleton. I'm getting worried that the poly count is a little high (at about 1000 polys, 1000 pts now). I think the rib cage will add quite a lot to that too.
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falloffalot

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Re: skeleton
« Reply #1 on: October 05, 2008, 06:43:47 am »

Great start. I shouldn't worry about the poly count as 1000 is still pretty low poly. The Predator mask I started is over 10,000 and only just over a meg.
Some work may be needed as groups of bones e.g the legs look like they are one solid bone instead of several individual bones joined together to make up a leg.
There's no mistaking what your model is though. Nice work
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floyd86

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Re: skeleton
« Reply #2 on: October 05, 2008, 12:20:48 pm »

hehe 1000 poly is what I eat for breakfast ^^. Don't worry about the a polycount of 1000, i have had projects with 1,000,000 poly's. That will make your computer super slow. As long you stay under the 10,000 poly's almost any computer will handle it. Might lagg a bit, but it will handle it.

Your model i coming along good, low poly and still pretty detailed. My only crit are the feets. They look weird. There to small and look like the feet of a bird or something.

Take a look at these images for references:
http://images.google.com/images?client=opera&rls=en&q=human%20skeleton%20feet&sourceid=opera&ie=UTF-8&oe=utf-8&um=1&sa=N&tab=wi

jonny

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Re: skeleton
« Reply #3 on: October 06, 2008, 11:10:52 am »

The skeleton is looking pretty good so far. The legs might need a little work as they seem to go in towards each other to much at the knee if you are trying to make a human skeleton but good progress so far.

I don't mean to criticise, its just a little help to make your work better. I have to say that it is great as I could not make anything like that and I have tried several times. But I suppose I need to keep trying to get better.
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thecolclough

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Re: skeleton
« Reply #4 on: October 08, 2008, 06:05:15 pm »

that's sooo creepy! especially the front view, the way it's just standing there staring straight at you.  :o  if i have nightmares tonight, i'll blame you for it!

just kidding... :P :D

seriously though, good start.  the only major crit i'd make is that the lower leg (and the forearm, when you get to that part) should have 2 thinner bones running in parallel, rather than one thicker one.

- c
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Dosser

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Re: skeleton
« Reply #5 on: October 09, 2008, 06:50:53 am »

I agree about the chunky leg: my logic was it might not be noticable, and if I did a good job on the texture it should be good enough. In the side view the thickness should be about right.

Anyway, as with all my models, I try to be extremely economical with polys, and the leg was just one of those choices. Looking back, I probably made the wrong choice - with the forearm I will use 2 bones with a 'real' gap between them. I realise in the big scheme of things 1000 polys isn't too bad, but my end goal is always a game of some kind, and for a low level monster, 1000 polys seems like a bit much (since it is reasonable to have 10 skeletons on the screen, depending on the game).
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