Wip Zack

  • Thread starter Thread starter Izban
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Looks good so far, and when the hell did everybody learn to model  :lol:.
Was just wondering though if you made the body from scratch because it looks like you built his brace thingy using nurms eith al those lovely flowing lines :-P, but the body itself looks just like plain poly modeling. Either way its a nice start.
 
the body is a modifed cylinder the brace/gut protecter is made from a cylinder and a tube both done with extrusion
 
The shoulder straps look a bit small, but other than that, pretty good =)
 
Well
i don't know much about the Zack model, looking good so far

Squeeble
I been think that a-lot too
 
that file got corrupted by a failing version of windows have no fear however i have already started work again heres my progress

 
:lol: Man theres nothing worse than losing something you worked hard on believe me, the restart looks nice though. Hope to see a finished product eventually.
 
if this is going into any game, don't use NURMS. ever.

if this is going into any old gen game (whether that's quake3, jka, half life etc.) then i would texture on the braces.

if it's going into any current gen engine (unreal3 etc.) then i would have modeled a high poly mesh first.
 
I don't understand the FF7 engine exactly, but I stuck a 6000 poly nurms subdivided head in there and it ran fine. You really don't need to be to fussy when your modeling for this engine, so making a high poly mesh first, then I'm assuming you would mean do a normal map afterwards. I reckon it would be unnecessary.
So you can basically add as much detail as you want texture as large as you want, and use whatever method of modeling you feel necessary, and this engine will just suck it up. It really baffles me as to how this works but, yeah I've tried quite a few different things.
 
I don't understand the FF7 engine exactly, but I stuck a 6000 poly nurms subdivided head in there and it ran fine. You really don't need to be to fussy when your modeling for this engine, so making a high poly mesh first, then I'm assuming you would mean do a normal map afterwards. I reckon it would be unnecessary.
So you can basically add as much detail as you want texture as large as you want, and use whatever method of modeling you feel necessary, and this engine will just suck it up. It really baffles me as to how this works but, yeah I've tried quite a few different things.
it's probably because it doesn't have to render a polygonal world, as well as textures for that world, as well as the player models, and the enemies, which does tend to suck up a lot of resources.
on top of which, it only has to render like, 6 characters at most, most of the time...

as for the way you model? i think it's inneficient, but it's your shit, do what you want with it.
 
as for the way you model? i think it's inneficient, but it's your sh*t, do what you want with it.
Zack fair or me? coz I model quite efficiently, just none of my models are on here.
 
i figured it was sorta inefficient thats why i've started polygon modeling instead its far quicker and turns out better, by the way people this project is on hold due to my cheap ass pc being all busted up but other then that thanks for the support and i hope i get the funds together soon to finish this.
 
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