*ahem*
Very nice model Compass, It looks much closer to 106's actual appearance than Prosth's current 106 model IMO (although he still did well). You don't need to worry about the Poly Count necessarily =) -- I found out that the process for making a high-definition character entities in games involves doing a very high poly sculpt (sometimes around a few millions polys) to get all the detail and looks out right, then rebuilding a new mesh over the High Poly Sculpt mesh that's suitable for in-game use (limit here at max for SCP:CB is at least 10k poly's) . Once you built a game-suitable mesh over the high poly one, you can then bake out all the normal (bump map) + ambient occlusion maps from the high-poly sculpt model to the low poly ones texture mapping. Which essentially makes the low poly mesh look almost exactly like the high poly sculpt, but is still game-suitable.
I am following this pipeline modelling process in Blender though, I'm not familiar with 3DS max myself, but I believe 3ds max, maya, etc have built in Normal + AO baking capabilities (albeit probably better than Blenders).
Re: SCP-106, the old man, revision
#22Sweet 106 model you have made so far!
The teeth looks a little invisible to me though, like they fall a bit much into the surrounding colors.
May i suggest making them a bit whiter?
Great work so far.
The teeth looks a little invisible to me though, like they fall a bit much into the surrounding colors.
May i suggest making them a bit whiter?
Great work so far.
What fun is there in making sense?
Now, if you will excuse me i have some chaos to wreak.
Resident forum robot monkey, and chaos incarnate.
Now, if you will excuse me i have some chaos to wreak.
Resident forum robot monkey, and chaos incarnate.
Re: SCP-106, the old man, revision
#23What skill! Awesome 106 model. he looks scary. I wish i could do that.
I'm bad at keeping my emotions bubbled and end up being perfect. It would have been trouble.
Re: SCP-106, the old man, revision
#24Aw where's the sense of adventure!Omniary wrote:... and 350,000 polys should be way too high.
If I have that model, I could mod it in if ye like? Just to see how an extremely detailed one would look in the game?