Page 2 of 7

Re: Spiker

Posted: Wed Jan 29, 2014 6:39 pm UTC
by kharnov

Sure, TGA works.


Re: Spiker

Posted: Thu Jan 30, 2014 3:11 am UTC
by lhdc
phpBB [video]

Made the adjustments, still didnt put any details on the "shell" and on the spikes.


Re: Spiker

Posted: Thu Jan 30, 2014 12:30 pm UTC
by Viech

Looking good! I guess for the "shell" detailing you should make the toruses around the spike holes bigger/more visible. (You could increase spike width slightly in case that helps.) The spikes should extend more straightly, since they should look like they are under tension.


Re: Spiker

Posted: Fri Jan 31, 2014 7:56 am UTC
by lhdc
phpBB [video]

starting the painting!


Re: Spiker

Posted: Fri Jan 31, 2014 11:36 am UTC
by lhdc
Wip_low.jpg
Wip_low.jpg (254.36 KiB) Viewed 6886 times

also made the low poly version.
i was thinking about the holes where the spikes come from, shoud i make then in the geometry of the low poly model?since they are kinda flat the normal should be ok, but i really would like any other opinion about it!


Re: Spiker

Posted: Fri Jan 31, 2014 6:06 pm UTC
by Viech

High poly version in video looking really good! For the low poly, I think you can be more detailed around the holes. I also think you could save a few polys when you decimate the connection between the side claws and the body further. Have a look at the Booster low poly (high poly), which has a similiar geometry as the Spiker. Note that we'll need tris instead of quads eventually. I'm not quite sure about the limit, the 5k-6k tris kharnov mentioned seem like a lot to me, better aim for 3k tris (6k quads) if that's possible.

Once you're working on textures, one thing to keep in mind is that the eyes of our aliens glow like this:

Image


Re: Spiker

Posted: Fri Jan 31, 2014 8:57 pm UTC
by lhdc
Wip_low2.jpg
Wip_low2.jpg (194.19 KiB) Viewed 6874 times

I made some adjustments on the low poly. Made the details for the holes, the geometry on the shell is pretty ugly because the holes are not symetrical, im also asuming the shell is not going to move, so im not really worried about the poly flow for any animation on it.
i also remove some of the edge lops on the claws to lower the polycount. it is with currently 3.7k trys.


Re: Spiker

Posted: Fri Jan 31, 2014 9:24 pm UTC
by Viech

Looking decent! 3.7k is a pretty good value.

lhdc wrote:

[…] im also asuming the shell is not going to move, so im not really worried about the poly flow for any animation on it.

My original idea was that the Spiker's body "puffs up" to the size of the current mesh to shoot the Spikes with air pressure by quick deflation/contraction. Do you think movement like this would work with the current mesh? I'm also going to ask gavlig, one of our animators, whether he thinks this could cause a problem. If it was one, would it be a hassle for you to add back a few tris to solve it?


Re: Spiker

Posted: Fri Jan 31, 2014 9:42 pm UTC
by lhdc

the top of the body would contract and inflat?if is that i dont think will be a problem, but the contract and inflat process is on each of the holes, this could have some improvments.
if the animator could give his opinion would be great! i realy dont mind in try making the shell with a better polyflow if the animator says that the current polys wont work.
only the shell is not symetrical, the lower part (body and claws) are symetrical.


Re: Spiker

Posted: Fri Jan 31, 2014 10:29 pm UTC
by gavlig

Well, if Viech wants shell animated, then yeah, i'd say the polyflow should be improved. And make it a bit more dense(add a loop or two between holes), or else "puffing" animation would look rough.