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J.R.S
04-01-2007, 02:17 PM
Hey guys,

This is a project that I'm doing for school. The assignment was to pick your favorite video game character and model him and one prop, so I picked the title characters from Jak and Daxter, and the Zoomer for the prop.

Lemme know what you think.

Jak
http://img134.imageshack.us/img134/9448/JakWire.png
http://img134.imageshack.us/img134/797/Jak.png

Daxter
http://img134.imageshack.us/img134/773/Daxwire.png
http://img134.imageshack.us/img134/9424/Dax.png

Zoomer
http://img134.imageshack.us/img134/6117/ZoomerWire.png
http://img134.imageshack.us/img134/4373/Zoomer.png

Dann-O
04-02-2007, 11:32 AM
Looks good overall. Are you trying to make a game level model or a high res version of the game models. will make a difference in approach is why I ask.

J.R.S
04-02-2007, 03:28 PM
Thanks
I'm leaning more towards game level model.

Dann-O
04-03-2007, 12:39 AM
That is the impression I got. I am more of an animation level modeler few more polies but I don't go nuts and make million poly monsters that can't render and wonder why. So what is the poly count now and well looks liek time for soem textures too. The game guys really know how to get the most out of a texture map. Some really brilliant ones. Take a look at CG chat a lot of game oriented work there.

Ran13
04-03-2007, 06:24 PM
Set some hard edges to control the smoothing, especially on the "Zoomer" and the mech. bits on the char. models (goggles, the edge ring where the arm meets the "glove", eye sockets, etc.) This will help the models will look much better in shaded mode.

Also, if you're aiming for low poly game models, triangulate the models and turn edges to control which way the quads get bisected. This can have a great affect on the way a low poly model looks when garoud (smooth) shaded. Since game models aren't going to be sub-divided, you don't have to be concerned with the mesh topology being "all quads".

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04-03-2007, 06:24 PM
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