Hello all, ive been working on a model for a few weeks and thought id share with everyone.
please keep critique tasteful, this was litterly my first model and first time using 3DS MAX
Model has full stand, walk, attack, and burrow animations
Edit: Youtube embed didnt work, heres link of demo
Certainly doesn't look bad for a first model, but how many polygons is it? (I believe the hotkey for showing polygons is ' 7 ' in 3DS Max.)
Edit: Also after looking at it in the map you provided, you might want to change the walking animations a little. The legs should be somewhat compact at first, and then extend as it walks, similar to a spider. It also needs some more varied attack animations, but I'm guessing you know that already.
Yeah that's too many polygons for a unit that there's going to be a lot of. (I'm assuming there will be a lot of them if you're re-creating Starship Troopers.) Might want to find ways to reduce polygons to probably around 1000-2500, otherwise it's going to slow down machines a lot when there's multiple of them on the screen.
Thanks for the input, i personally am probly not gona make a SST map but i wouldnt mind if anyone wanted to use my model :). im currently trying to lower the poly count using the Optimize modifier, i got the model down to 2.6k polys but it gets distorted when i export the M3 (see attachment)
Is that bobbing part of the anim? Would it look cool if it kinda shake and stuff like the roach? How about keeping it's legs still like spiders?
edit:
Oh, dude, for the low poly, I usually show three to 5 planes for rounded objects like its legs on top. This way the bump maps and lighting can hit them without costing much.
When you are reducing poly make shure that every polygon is not flat with nearby neighbor. You can model a box with 1000 polys but every poly will be as flat as neighbors. Limiting to 6 polys won't give any bad affect to look of the box.
Are you using the latest exporter? The distortion might be happening because you have 0's in your bone weights. The latest exporter should work around it, so try that. I was having the same kind of issues before.
the bobbing is the stand animation, i tired a version where the legs were still and the body fidgeted, but it looked a bit off. could use some tweaking tho :)
@tigerija: Go
yeah i was thinking the same thing, then i realized that when i was making the torso that i used a cylinder and spheres with 30-40 faces X_x amateur mistake i guess, chopped them out and reduced the poly count by half. When I edit the model though i lose all animations, anyone happen to know a way around this?
i did animate the front legs digging but the timing for when it goes under the terrain plane is a little off, im going to exaggerated it a bit more and change the timing some. the back legs bother me aswell but not quite sure what to do with them.
@Triceron: Go
Yes i am using the most current M3 plugins (v1.5, special thanks to NiNtoxicated01 for taking the time to write that) but i appreciate the suggestion.
im debating if I want to hack away at my current model or start a new one from scratch.
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Formally Kinkycactus
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Hello all, ive been working on a model for a few weeks and thought id share with everyone. please keep critique tasteful, this was litterly my first model and first time using 3DS MAX Model has full stand, walk, attack, and burrow animations
Edit: Youtube embed didnt work, heres link of demo
Formally Kinkycactus
Certainly doesn't look bad for a first model, but how many polygons is it? (I believe the hotkey for showing polygons is ' 7 ' in 3DS Max.)
Edit: Also after looking at it in the map you provided, you might want to change the walking animations a little. The legs should be somewhat compact at first, and then extend as it walks, similar to a spider. It also needs some more varied attack animations, but I'm guessing you know that already.
7,967 Polys 4,328 Verts
Formally Kinkycactus
Yeah that's too many polygons for a unit that there's going to be a lot of. (I'm assuming there will be a lot of them if you're re-creating Starship Troopers.) Might want to find ways to reduce polygons to probably around 1000-2500, otherwise it's going to slow down machines a lot when there's multiple of them on the screen.
@Sephiex: Go
Thanks for the input, i personally am probly not gona make a SST map but i wouldnt mind if anyone wanted to use my model :). im currently trying to lower the poly count using the Optimize modifier, i got the model down to 2.6k polys but it gets distorted when i export the M3 (see attachment)
Formally Kinkycactus
OMG, that is just pure awesome kinkycactus!
Is that bobbing part of the anim? Would it look cool if it kinda shake and stuff like the roach? How about keeping it's legs still like spiders?
edit:
Oh, dude, for the low poly, I usually show three to 5 planes for rounded objects like its legs on top. This way the bump maps and lighting can hit them without costing much.
Ugh, you got me burning for some 3ds again!
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
God damn, that's a lot polys. On the pictuer it doesnt look that much poly...
Animations are ok. But they can be improved a bit.
Walk animations just a little. Attack animation needs to be a bit different imo. When he is attacking make him lean a bit more forward, fast lean.
Unburrow is ok. Burrow needs update. Make him digg with hands. Look at zerg units.
But this is looking great :) .
When you are reducing poly make shure that every polygon is not flat with nearby neighbor. You can model a box with 1000 polys but every poly will be as flat as neighbors. Limiting to 6 polys won't give any bad affect to look of the box.
Are you using the latest exporter? The distortion might be happening because you have 0's in your bone weights. The latest exporter should work around it, so try that. I was having the same kind of issues before.
That model is so cool! Keep up the great work.
Thank you all for your input,
@GnaReffotsirk: Go
the bobbing is the stand animation, i tired a version where the legs were still and the body fidgeted, but it looked a bit off. could use some tweaking tho :)
@tigerija: Go yeah i was thinking the same thing, then i realized that when i was making the torso that i used a cylinder and spheres with 30-40 faces X_x amateur mistake i guess, chopped them out and reduced the poly count by half. When I edit the model though i lose all animations, anyone happen to know a way around this?
i did animate the front legs digging but the timing for when it goes under the terrain plane is a little off, im going to exaggerated it a bit more and change the timing some. the back legs bother me aswell but not quite sure what to do with them.
@Triceron: Go Yes i am using the most current M3 plugins (v1.5, special thanks to NiNtoxicated01 for taking the time to write that) but i appreciate the suggestion.
im debating if I want to hack away at my current model or start a new one from scratch.
Formally Kinkycactus