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Author   Topic : "Horse Game model and Skin [First Post]"
Eraserhead
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Joined: 29 Jan 2002
Posts: 5

PostPosted: Tue Jan 29, 2002 1:42 pm     Reply with quote
I'm currently working on my demo reel for a job in the video game industry and have just about finished a horse for a knight model I'm working on. The textures are kind of big (1 515 x 512 and 1 256 x 256 for armor) but they could be shrunk down for a game engine.

Anyways, any and all constructive critisism is welcomed.

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Ecanem
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Joined: 03 Jan 2002
Posts: 80
Location: Copenhagen, Denmark

PostPosted: Tue Jan 29, 2002 1:49 pm     Reply with quote
Very nice stuff! Polycount and textures are maybe a bit high-res - but that's the way its going now, even for consoles. Keep up the good work!
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sensoryoverload
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Joined: 17 Jan 2002
Posts: 64
Location: Hong Kong

PostPosted: Tue Jan 29, 2002 4:07 pm     Reply with quote
Eraserhead - I think the horse looks really good. You could probably play around with the texture a bit and see if you could come up with a few more horses using different textures, that would show them even more of your texture painting skill. And some dynamic poses would also be helpful, it'll show how well the texture hold up together when animated. (And animation of the horse is alway a plus when you're looking for work)
Could you show us your texture page? I'd love to see how you use your texture page and how much total space you've used.
Great job! Really hope to see more.
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Novacaptain
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Joined: 09 Jan 2001
Posts: 906
Location: Sweden

PostPosted: Tue Jan 29, 2002 4:52 pm     Reply with quote
a little question...

If the horse wears the facial armor, would it be able to see what's in front of it?

You could say that the facial armor would protect it from any oncoming obstacles but i suppose it wouldn't need it if he didn't wer it in the first place...(goes insane)


Anyway it's a nice model. Is there a way of making the metal more "shiny"? I was quite impressed by some of the models in a game called "Half-life" because it has some pseudo-reflective surfaces that changes it's highlights as your character moves around them.
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Novacaptain
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Joined: 09 Jan 2001
Posts: 906
Location: Sweden

PostPosted: Tue Jan 29, 2002 4:53 pm     Reply with quote
I don't know the ABC's of modelling/texturing so you'll have to pardon my ignorance.
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Ghandaiah
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Joined: 16 Jan 2002
Posts: 88
Location: Mequon, WI

PostPosted: Tue Jan 29, 2002 6:10 pm     Reply with quote
Bah. That shiny-factor in Half-Life is something programmed into the engine. Most games have something like that now, anyway.

Really nice model, by the way. Good luck with becoming a professional.
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Sleepi
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Joined: 19 Mar 2000
Posts: 45

PostPosted: Tue Jan 29, 2002 7:40 pm     Reply with quote
Very nice model indeed

I just have some simple suggestions. It would probably look better if you make the armour shinier by adding smaller brighter highlights wherever it is they go.

And I don't know if it's the lighting or maybe you have self-illumination of the textures turned up but if you make lighting with more shadow to it it would bring out the shape of the model more.

just suggestions, very impressive model
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Phileasfogg
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Joined: 22 Nov 2001
Posts: 48
Location: Warwick, England

PostPosted: Tue Jan 29, 2002 10:26 pm     Reply with quote
Very nice Model eraserhead especially at just over 1000 polys. The polycount if definately ok for PS2 and all the other ocnsoles can handle much higher than that. Have you tried animating it with a simple skeleton? With it being so low poly you may have to add a few polys around the joints of the limbs so it deforms ok. The textures are ok but if you could reduce your 512x 512 texture map to 256 x 256 that would be much better. Poly counts are indeed going up for consoles in general but texture space isn't going up exponentially with it, every texture is precious in the games industry.

[ January 29, 2002: Message edited by: Phileasfogg ]
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Eraserhead
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Joined: 29 Jan 2002
Posts: 5

PostPosted: Wed Jan 30, 2002 5:04 pm     Reply with quote
Thanks everybody for the comments. I think i'll have to add a bit more shadow to the legs to round out the forms. The horse's color seems a bit off too but I'll work on it.

Thanks again!
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egerie
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Joined: 30 Jul 2000
Posts: 693
Location: Montreal, Canada

PostPosted: Wed Jan 30, 2002 5:32 pm     Reply with quote
That's probably one of the best med-poly horse models I've seen. Wow. Anyway, the only comments I could make would be to perhaps make the textures more contrasted.
This is a war horse, right ? I don't know why but the neck + head area make me wonder about the proportions. Not saying they're off but if you modeled it after pic reference then it's all good.
I have serious concern about the thing where you put your feet over there (sorry, poor english vocab). Isn't it a bit too high ? Unless you're a jockey that would be ok.

Again, really amazing work
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Marvel
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Joined: 15 Oct 2000
Posts: 168
Location: Helsinki, Finland

PostPosted: Thu Jan 31, 2002 1:53 am     Reply with quote
For my taste the textures look too drawn - I'd add plenty of extra detail to them - even though the eye can't really see the detail per se when you scale the images down, the differentiation on the sub-pixel level conveys the message to your brain. Also I'd add up the contrast and color of the skin of the horse.

I guess that 1176 really is polygons (i.e. ngons) and not triangles (can't be), so it'd mean around 3000 triangles, right?

Btw. does the neck of the horse seem a little short and the backside a bit too high up?

Edit: Egerie, fyi. you put those things up if you're not riding the horse and vise versa.

[ January 31, 2002: Message edited by: Marvel ]
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Sleepi
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Joined: 19 Mar 2000
Posts: 45

PostPosted: Thu Jan 31, 2002 10:56 am     Reply with quote
usually when you count polygons in any program it gives you the count of triangles. A triangle is polygon.
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The Magic Pen
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Joined: 05 Dec 2001
Posts: 321

PostPosted: Thu Jan 31, 2002 11:06 am     Reply with quote
nobody else is getting a red x ?? I can't see the image
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Xoco
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Joined: 15 Sep 2000
Posts: 53
Location: Berlin, Germany

PostPosted: Thu Jan 31, 2002 4:18 pm     Reply with quote
i have not read all the comments, so if i repeat anyone�s critique i�m sorry: i think the model and the texture of the armour is great, but the saddle and its components need more "leathery" detail in my opinion, the same about the horse�s skin. both could also be plastic in this case, the material could be better defined. hope my english is good enough to be understood. anyway, cool work so far!
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AndrewMyers
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Joined: 25 Jan 2002
Posts: 14
Location: Bolingbrook, IL

PostPosted: Thu Jan 31, 2002 7:37 pm     Reply with quote
Sleepi - not in all programs. In 3DSMax, for instance, pressing "Q" will display the "polycount", but on the screen it's listed as triangles. In the utility "Polygon Counter", however, the number is based off of the number of quads, rounded up.

-Andrew
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egerie
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Joined: 30 Jul 2000
Posts: 693
Location: Montreal, Canada

PostPosted: Thu Jan 31, 2002 11:07 pm     Reply with quote
Thanks Marvel !
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[666]Flat
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Joined: 18 Mar 2001
Posts: 1545
Location: FRANKFURT, Germany

PostPosted: Fri Feb 01, 2002 12:05 am     Reply with quote
EXTREMELY SECKSY GAME MODEL INDEED, SIRE!
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