500 triangle human

down directly to buisness:
http://home.earthlink.net/~nwinters99/temp/badchar3.png

so, I haven’t decided much about what it is

when it had 2 fewer triangles it had pointy ears, and looked a lot like an elf

though, elves really wouldn’t have slicked back hair like that

I have rigged it, but I think I will do that again, because the process of uv mapping didn’t preserve my bone assignments and because there are a few details I want to change. (maybe I’ll give the thumbs bones?)

if anyone can link to a few refrence pics, that would be nice. The legs need a good amount of work. Also, the neck needs to be … improved. It is a lot better, but it isn’t good enough.

but for 500 triangles, can you really ask for a lot?

for what it is worth, I am trying to make this character the main character in some stupid pointless action platformer thing, so I can’t exactly make it an elf (elves wouldn’t be seen stumbling on ledges any day of the week)

at least for the moment a previous version (472 triangles?) is at http://home.earthlink.net/~nwinters99/temp/badchar2.png

pretty good job, but i think the neck is slightly out of position (too far forward - see side profile)… Is it possible to subsurf this mesh without any artefacts?

Please post a render… I’m guessing u are going to subsurf the mesh before you actually use it, soa subsurf render would be good. :slight_smile:

impressive. are you going to UV map him in blender?

The neck is not too far forward, but rather where it connects to the head, it’s too far back.

I uvmapped him in wings3d

(which mean I have to make the vertex groups again)

but, I messed up so I tweaked the uvmap of the foot quite a lot when back in blender

(also, it is much easier to move regions in blender than wings, for example: you can flip them)

no, it is intended for a low poly mesh for a game, and I have added seams which make the subsurfed version look really bad

http://home.earthlink.net/~nwinters99/temp/badchar4.png

umm, well, TorQ had some advice on #gameblender (he left like 5 mins before I took this pic :frowning: )

still 500 triangles [actually that above one was only 499 because of a stuid one I made when extruding, it became odd when remove doubles removed it’s duplicate), I made some progress on the head and beefed up numerous parts

I think that vert added for the calf (visible in the front) should be moved to the outside

… and I just now notice that that setup shows none of the backside, where the shoulders I consider a bit odd

nother update, minor

http://home.earthlink.net/~nwinters99/temp/badchar5.png

500 triangles still. I don’t know what all I worked on this time

That’s a great model for game engine! Only 500 verticles.

Good work!

-Antiggo

oooo i always love doin this whats it look like in sub surf??? looks good too

500 is amazing, the lowest I could get on my was like a 1000 (but then again… I had a little bit more detail on hands which added lots…).

One question. I thought triangles didn’t work as well as quads in animations… Am I right or wrong? Either way, what is the difference in usage of those two? When is one better than the other; in what situations?

~Blade

it depends on a bunch of things

triangles don’t smooth very well when using subdivision surfaces

but I am not

quads are drawn by opengl as two triangles
so, that is why I am counting them

I converted a bunch of quads to triangles so I could get the edge across them to go the way I wanted. With this few polys it allowed me to improve how the lighting ended up some more.

As for animation, I guess it depends most on placement and how you rig. My rigging has problems on the inside of the leg when the leg is moved up, under the arm when the arm is moved down, the elbows appear to flatten, the wrists appear even more thin because the fore-arm doesn’t twist. I can live with these problems at least for the moment, this is my best attempt at a low poly character yet, and I do not intend for it to be perfect.

[in part so that people don’t feel they gained much by stealing it I guess]