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Author Topic: Speed Racer's Mach-5  (Read 10234 times)

Lord-MacRae

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Speed Racer's Mach-5
« on: March 02, 2009, 11:23:25 am »

Well,...it's been a long time but I'm back,....and yes I still have all kinds of trouble and questions
I'm trying for a low poly game model for 3drad. A cool game idea about the 60's cartoon Mach a go,go,go (Speed Racer here in the States) I have made this model once before but can't find it so I started another. I could use advise from you pro's. I'm working the body now there seems to be all kinds of set-backs. How do I make a good low poly model that looks smooth, but is limited to under 1500 polys? and lithunwrap seems to make the skins so dark I can't see them well in the game engine. I need all kinds of feed-back from you dudes. About the model construction, overall look so far....and a whole lot of lithunwrap help. I have read all the tutorials on lith, but with 3drad....there seems to be some F$#@in trouble! any advise would be a bug help,....and thanks for stopping and looking.
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lizeal93

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Re: Speed Racer's Mach-5
« Reply #1 on: March 02, 2009, 11:30:18 am »

it looks good for a low poly model. don't feel restricted to only 1500 polies most game engines now can support much larger amounts. if you feel a poly is nessacery then use it.
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there are two things that are contstant. human stupitity and matter.
and i'm not to sure about the second one.
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spicy

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Re: Speed Racer's Mach-5
« Reply #2 on: March 02, 2009, 11:32:13 am »

It looks like its coming along nice and smoothly (Or maybe smoothly insnt the case here). I am eager to see how this turns out :)
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floyd86

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Re: Speed Racer's Mach-5
« Reply #3 on: March 02, 2009, 01:02:24 pm »

The topology is a good start but could have some improvements. Try avoiding tri's if you don't really have to. There are some more holes to fill. And the front could have less poly's if you model it the same way as the back. But still, as lizeal93 said, you don;t really have limit yourself to 1500 poly's unless you want to spends alot of poly's on the rest of the environment/characters.

almost cool

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Re: Speed Racer's Mach-5
« Reply #4 on: March 02, 2009, 02:58:51 pm »

I model for games so i gan give you some advice!

For low poly models double click on it and raise the smooth angle to about 90 (any higher and it seems unnatural)

thats all i have time for right now gtg!

hihosilver

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Re: Speed Racer's Mach-5
« Reply #5 on: March 02, 2009, 11:20:57 pm »

First I have some questions:
I see you're modeling a higher poly version as well as a low poly version.  Are you planning on baking a normal map for your model?

What model format do you need for the final model and what programs are you using?  One useful thing will be smoothing groups or something similar (creasing edges in Anim8or).

Is the last image your lowpoly version?  I'm somewhat confused on what each image is, since we're given a wireframe of what appears to be the higher poly version, yet the version with materials applied appears lower poly.

As for lithunwrap, it should have no effect on how materials appear in the game.  Lithunwrap unwraps UV's, it should't be doing anything with the actual applying of your materials.  Therefore, I assume your problems have to do with your game engine or texturing/materials.
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Lord-MacRae

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Re: Speed Racer's Mach-5
« Reply #6 on: March 03, 2009, 09:08:42 am »

What I'm really trying for is a low poly, yet smoothlooking model. The hi version is me just checking what it would look like that way, I don't think the hi version would run in the game.
the wire is me about halfway through finnished, and just kinda stuck on just how many lines to give it.....whats funny is, if you look at the last pic, it is so loe it looks like a cardboard gocart or something. I have never tryed to make a low poly game model before, not sure what I'm doing
I was under the impression that game models are really low so you can have room for all the rest of the world. Game I play all the time look smooth and round even though if you strip off the skin....they would look boxy......how is it that they can make there models so nice?
this model, as well as the rest of the game model cars I making could be very cool indeed....if I could solve the problem of the low wire, but smooth look.....the rest of the pics are just different stages of modeling....what I,m after is the last pic....but smooth looking. And it is good to speak with you again Silver, cheers!

This Enterprise model I made will run in Blender game engine,....but not 3drad....Maybe 3drad sux huh?
« Last Edit: March 03, 2009, 09:34:29 am by Lord-MacRae »
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lizeal93

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Re: Speed Racer's Mach-5
« Reply #7 on: March 06, 2009, 01:24:38 pm »

game developers focus on thr silloute. or the boundary of the model. they also cut lots of corners. and stuff like that. but the key is a smooth outline and nice textures and your set. also keep in mind what view the player will be seeing the car or character from and make the outline smooth from that view only.

happy modeling.
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there are two things that are contstant. human stupitity and matter.
and i'm not to sure about the second one.
-Albert Einstien

hihosilver

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Re: Speed Racer's Mach-5
« Reply #8 on: March 06, 2009, 02:10:58 pm »

You do want to focus on the silhouette, but that is mainly when you are using normal maps, since normal maps can simulate a high quality smoothed model on the surface, yet the silhouettes stay the same.
Still, you wan to focus on the silhouette.

MacRae, I was talking about the high poly model because with certain programs you could use it to bake a normal map if your program supports it, which would be very useful for the look of the model as it tends to help make it look much higher quality.
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