Altair: Let's try this again, shall we? -1 reply

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Pande

Sexeh like teh gizmo

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9th April 2008

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#1 6 years ago

altairagain.jpg

BOOTS [COLOR="Lime"]MODELED[/COLOR]

PANTS [COLOR="lime"]MODELED[/COLOR]

LONGSWORD SHEATH [COLOR="Red"]Not Started[/COLOR]

CLOTH [COLOR="Orange"]All done except arms[/COLOR]

WAIST METAL [COLOR="lime"]MODELED[/COLOR]

GAUNTLETS [COLOR="Red"]Not Started[/COLOR]

KNIVES [COLOR="red"]Not Started[/COLOR]

BANDOLIER [COLOR="red"]Not Started[/COLOR]

HOOD [COLOR="Lime"]MODELED[/COLOR]

FACE [COLOR="lime"]MODELED[/COLOR]

SATCHEL [COLOR="red"]Not Started[/COLOR]

QUIVER [COLOR="red"]Not Started[/COLOR]

SHORT SWORD SHEATH [COLOR="red"]Not Started[/COLOR]

Plans: A dark version (dark dark gray where white, with trim) and, if I can get to it, a model of what Altair would look like in the Star Wars universe, with the same style but different clothing. Same hood, but with a twist. Etc. You'll see :)




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#2 6 years ago

Lose the nipples, merge the hood and torso into a single piece and give me a closeup of the shoulder. And what's with the messy patch on the hood?




Guest

I didn't make it!

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#3 6 years ago
Jose Carlos;5596925merge the hood and torso into a single piece

I'd say no to this. Easier to make a non-hooded version if someone wanted to. But I'd agree with the other comments.




Ganseki

Newbie...

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13th September 2010

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#4 6 years ago

Assassin Creed Altair Desmond Miles, (.3ds) 3D Studio Max, Life Forms free software download

Make jk3 reportedly on this model. Just looking how its done properly in high poly




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#5 6 years ago

tairover.png

Also, your wireframe model goes a little too far off the base. It's kinda messing with some of the shapes.




The One and Only

I R Scary Eyeball

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29th January 2004

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#6 6 years ago

The clipping issues look like Blender being retarded to me. It sometimes has issues displaying a wireframe correctly for surfaces that are close together like that, while the model itself it fine.




Pande

Sexeh like teh gizmo

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#7 6 years ago

The One and Only;5597087The clipping issues look like Blender being retarded to me. It sometimes has issues displaying a wireframe correctly for surfaces that are close together like that, while the model itself it fine.[/QUOTE]

Correct, that is what is happening in the hood.

[quote=Jose Carlos]Lose the nipples, merge the hood and torso into a single piece

I might consider flattening the chest, after looking at some more references, but the problem is that some angles show it and some don't. It all depends on how much strain he is putting on that part of fabric (looking down or up, etc). I'll try to find a middle ground.

Also, the hood and torso are one part. There is no overlapping. I simply refuse to make cloth with no edges as is very common. I can't stand it. Stand back 10 feet and the LODs will take that detail out anyway so no one should be complaining about the detail.

Also although that is a great model Ganseki but many aspects of it are totally wrong. Firstly, the hanging cloth parts in the front are not rectangular, they are curvy. (http://2.bp.blogspot.com/_yNJRuzZYbP4/TPbWN7yGHsI/AAAAAAAAAAM/C7Hu900OKs0/s1600/altair.jpg) Then the thing that holds his bandolier together is too small. It's nice and high poly but for shape, I don't trust it. I can get the ported model straight from assassins creed if I really need to compare shapes in 3d.

I have an action figure that came with the game with the same detail, it is not just a camera angle or something. I also don't agree with the size of the metal plate around his waist.

Lastly, there is no way in hell I'm making those cuts into his fabric into alpha. 20 tris saved but the payoff is not great, its an integral detail.

Update: no wireframe yet

progressonaltair.jpg




Jose Carlos

Why? Cause normal is boring.

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#8 6 years ago

The physical seam in the cloth is such an insignificant detail that no one will miss it. The modeled seam will be invisible at any distance beyond point blank. Unless you're going to be making LOD meshes, it's worthless and a waste of polygons. Same goes for the cuts in the flaps. They add needless polies where a simple texture will get the same job done with less expenditure, not to mention making rigging a bit harder.

But hey, your model.




Pande

Sexeh like teh gizmo

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#9 6 years ago
Jose Carlos;5597292Unless you're going to be making LOD meshes, it's worthless and a waste of polygons.

Of course? Wait how many models are made without the LODs on jk3files? 0.0

Lod_1 would take care of the flaps and hood, removing almost half of the detail. I'm not worried about the fps of this model.

Sorry if I seem to be ignoring anything you are saying, I'm not, I just think we have different views on what is acceptable in JKA. I don't even have a graphics card and this would be no problem for me.




Jose Carlos

Why? Cause normal is boring.

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#10 6 years ago
PandeOf course? Wait how many models are made without the LODs on jk3files? 0.0

Not a single JA model has LODs, not even the base ones. Suppose they figured that after 4 or so years, the common computer was powerful enough to run the Q3 engine without LODs. Or it's because of the way the models are made, with a minimum of 9 meshes per character. Now figure in the LOD meshes, extra bits and the 32 mesh limit and you've just removed character customization.