Low Poly Girl
by Thanhda Tie · in Game Design and Creative Issues · 07/25/2006 (8:36 am) · 25 replies

Any critics? on texture job, or model.
3988 tris.
1x1024x1024 texture
#2
07/25/2006 (9:06 am)
Good lighting on the texture, but I'm not sure 3988 tris is very 'low poly' (I think most of the other stock player models I've seen for Torque are closer to 1500 polys)
#3
07/25/2006 (9:22 am)
Very nice, excellent texture work. However, Brian is right, 3988 is not low poly, try doing her in 300-500 polys, thats low poly for an FPS Character.
#4
Is this made for TGE? If so, what does it look like in the game engine? Do you have problems with the hair?
07/25/2006 (9:48 am)
Looks good. I'd suggest adding a few polys to the loops of hair. I like the texture a lot. Very cool. Is this made for TGE? If so, what does it look like in the game engine? Do you have problems with the hair?
#5
to, todays standards low poly is 3~5k mid poly is 6~7k, high poly is 8k+. the reason torque stock model is that low poly, is because when torque came out (what 2001?), the poly count at that time was about 800 tris, for low poly.
@Neil Marshall
Yes this is for TGE. I havnt put this char into the engine yet. it hasnt actually been rigged yet.
What would you guys recommend poly count wise for my chars? I'm trying to make an rpg style game. i plan to have lots of enviroments, and chars in a scene. I was told if i have about them under 5k, i would be good.
07/25/2006 (10:13 am)
@Todd Pickensto, todays standards low poly is 3~5k mid poly is 6~7k, high poly is 8k+. the reason torque stock model is that low poly, is because when torque came out (what 2001?), the poly count at that time was about 800 tris, for low poly.
@Neil Marshall
Yes this is for TGE. I havnt put this char into the engine yet. it hasnt actually been rigged yet.
What would you guys recommend poly count wise for my chars? I'm trying to make an rpg style game. i plan to have lots of enviroments, and chars in a scene. I was told if i have about them under 5k, i would be good.
#6
as long as there is not tons of them shes put together nicely did you model her i don't see 3d artist in your bio.
07/25/2006 (10:23 am)
Low poly wood be any thing under 5k in polygons 3988 tris is fine for most newer gear as long as there is not tons of them shes put together nicely did you model her i don't see 3d artist in your bio.
#7
07/25/2006 (10:28 am)
"rpg style game" Top down? or like from first person? top down you can use a lot less polygons you never get close to the player models to see any details and have a high poly count version for cover art/cut seans movies.
#8
07/25/2006 (11:01 am)
I like it, very nice job.
#9
oh, no i'm not the artist. This is some work done by my artist on my team. I'm just getting some opinions from you guys. Tho i did unwrap, and going to rigg the model. The model itself was done by my modeller(James), and the textures was done by another person on the team(Leeroy).
Also for angle. it will be third person. i'm going to be using the advance camera resource, so the angles will be different. some times close up, and sometimes not. For in game cut scene. i will be using much higher poly chars. somewhere arounf 7~8k. but for running around, i'm hoping for 3~4k, 5k max. I'm just wondering if torque has an automatic LOD built into there engine, for rendering DTS, in the scene.
07/25/2006 (11:03 am)
@Dave MacIsaacoh, no i'm not the artist. This is some work done by my artist on my team. I'm just getting some opinions from you guys. Tho i did unwrap, and going to rigg the model. The model itself was done by my modeller(James), and the textures was done by another person on the team(Leeroy).
Also for angle. it will be third person. i'm going to be using the advance camera resource, so the angles will be different. some times close up, and sometimes not. For in game cut scene. i will be using much higher poly chars. somewhere arounf 7~8k. but for running around, i'm hoping for 3~4k, 5k max. I'm just wondering if torque has an automatic LOD built into there engine, for rendering DTS, in the scene.
#10
Yup, I know what the poly standards are these days. I assumed that the character was intended for TGE. which is not to say that it can't handle higher than 1500 poly models.
07/25/2006 (11:18 am)
@ T SquardedYup, I know what the poly standards are these days. I assumed that the character was intended for TGE. which is not to say that it can't handle higher than 1500 poly models.
#11
07/25/2006 (11:22 am)
Just out of curiousity - is there a page somewhere where they update what's considered a "high poly count" these days? heh.
#12
and guns its just a child sub mesh of the main model with the right naming details
you call which one renders and where in script i wood assume.
07/25/2006 (11:28 am)
Yes there is a LOD system. I'm not sure how it relates to player models only tried it with carsand guns its just a child sub mesh of the main model with the right naming details
you call which one renders and where in script i wood assume.
#13
It is for TGE. i'm just presumming the engine can still handle higher poly characters. The only reason it was only able to handle a lower poly char, was probably at the time, when computers had lower specs.
@Dave MacIsaac
I presumed it did. but some older engine, requires a secondary model for LOD, where it switches the models depending on the distance. But to me that way isnt really a good method of doing it. Some engines out there have an automatic LOD, where it optimizes the Model depending on the distance from the camera. I'm just wondering what way does TGE handles it.
@Cliff
No, not that i am aware of. its usually by word of mouth, and what you see in most standard games. Most people i've worked with in the past that were 3d modellers, or programmers, that have worked in the industry usually where i get my knowledge from.
07/25/2006 (8:15 pm)
@Todd PickensIt is for TGE. i'm just presumming the engine can still handle higher poly characters. The only reason it was only able to handle a lower poly char, was probably at the time, when computers had lower specs.
@Dave MacIsaac
I presumed it did. but some older engine, requires a secondary model for LOD, where it switches the models depending on the distance. But to me that way isnt really a good method of doing it. Some engines out there have an automatic LOD, where it optimizes the Model depending on the distance from the camera. I'm just wondering what way does TGE handles it.
@Cliff
No, not that i am aware of. its usually by word of mouth, and what you see in most standard games. Most people i've worked with in the past that were 3d modellers, or programmers, that have worked in the industry usually where i get my knowledge from.
#14
TGE is not shader based and does have limitations on rendering lots of polys, even on higher end machines with fat video cards. 5000 poly models chug if you get more than a few on the screen at a time, esp if they have not been triangle-stripped (optimized for rendering). I expect the 1.0 release of TSE will handle that size model easily, though. Another issue is animation: TGE's bone implementation can be slow with what I consider high (>3000) poly models in TGE. (I would consider ~8000 polys high for TSE)
The LOD is not automatic in TGE, you must create models for each LOD level (or have your modeling tool create them automatically, dig into the 3dsmax docs for multires to see what I mean). Automatic LOD has it's own drawbacks, esp if it is not shader based.
Excellent model by the way, it would be great to see a wireframe.
07/26/2006 (4:38 pm)
High/med/low poly really depends on the rendering technology. Shader based rendering can handle MUCH higher poly counts.TGE is not shader based and does have limitations on rendering lots of polys, even on higher end machines with fat video cards. 5000 poly models chug if you get more than a few on the screen at a time, esp if they have not been triangle-stripped (optimized for rendering). I expect the 1.0 release of TSE will handle that size model easily, though. Another issue is animation: TGE's bone implementation can be slow with what I consider high (>3000) poly models in TGE. (I would consider ~8000 polys high for TSE)
The LOD is not automatic in TGE, you must create models for each LOD level (or have your modeling tool create them automatically, dig into the 3dsmax docs for multires to see what I mean). Automatic LOD has it's own drawbacks, esp if it is not shader based.
Excellent model by the way, it would be great to see a wireframe.
#15
Wire Frame.
Hmm. thats interesting what you stated. I was hoping to use TGE, because its more stable. I would consider moving my stuff into TSE. but i find it has way to many bugs for my taste. gittery camera, and some resources arnt available for TSE. such as the advance camera. I'm not sure if TSE uses the same camera method as TGE, but i was told they were different.
07/26/2006 (6:32 pm)
Wire Frame.Hmm. thats interesting what you stated. I was hoping to use TGE, because its more stable. I would consider moving my stuff into TSE. but i find it has way to many bugs for my taste. gittery camera, and some resources arnt available for TSE. such as the advance camera. I'm not sure if TSE uses the same camera method as TGE, but i was told they were different.
#16
Nice gentle curves and the texuring matches that. This model speaks of flow and calmness to me.
07/26/2006 (6:35 pm)
Looks good.Nice gentle curves and the texuring matches that. This model speaks of flow and calmness to me.
#17
07/26/2006 (8:09 pm)
Nice work, I like the costume design - very future japan. Post some more stuff!
#18
I think the clothes are too close to the skin colour, having more contrast in here would really make the model 'pop'
I think the modeller could afford to lose some polies from around the model and push a little more into the hair (pigtail bits ~) they are very angular and it looks off compared to the curvature of the rest of the model
07/26/2006 (8:26 pm)
Looks pretty solid, only a couple of critsI think the clothes are too close to the skin colour, having more contrast in here would really make the model 'pop'
I think the modeller could afford to lose some polies from around the model and push a little more into the hair (pigtail bits ~) they are very angular and it looks off compared to the curvature of the rest of the model
#19
Wish I could do that, but alas I am just an engineer
The Trusted One
07/27/2006 (12:36 am)
Looks sweet,Wish I could do that, but alas I am just an engineer
The Trusted One
#20
As T-Squared said, stop living in the past too much, this is rather low poly.
07/27/2006 (1:45 am)
Quote:but I'm not sure 3988 tris is very 'low poly'.
Quote:However, Brian is right, 3988 is not low poly
As T-Squared said, stop living in the past too much, this is rather low poly.
Torque Owner Dave MacIsaac
other then that it a nice alf. can you show more angles and wires?