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18/12/2009 at 1:49 pm #7542AnonymousInactive
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18/12/2009 at 2:57 pm #45027AnonymousInactive
Hi, it looks great but what is the polycount on it?
It looks more like a hi-res version for normal map extraction then a game mesh. For example the details on the cheek pieces would be much more efficiently done using a normal map.
The actual modelling work is flawless though, just if this were to be used in a game you would probably be asked to use normals instead of some of the high poly regions. Personally I would say always make sure to use more polys on the bigger parts and less on the smaller parts. The shoulder guards could do with more polys for instance.
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18/12/2009 at 3:02 pm #45028AnonymousInactive
Hi Darg thanks for the comments. This one is the game res mesh with all the detailing mainly in the normal map. Everything currently sits at just over 25,000 tri’s I aim to get it closer to 20,000 which is inline with most current AAA third person games.
Some of the wip files can be found here to see the progress
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21/12/2009 at 11:50 pm #45046AnonymousInactive
Like your control of ornament and your work on your site is very good, nice concepts. Really nice texturing on the 3D work when you bring in some of that grit and texture to this model it will go up a few notches. I sent a more detailed critique to your pm. Good luck with the rest of it!
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31/12/2009 at 3:17 pm #45075AnonymousInactive
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31/12/2009 at 3:39 pm #45076AnonymousInactive
Looking much better man, the metallic dull sheen and the texture really up the quality and the nice cloth material. Its starting to look really good
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31/12/2009 at 4:44 pm #45077AnonymousInactive
Thanks subedei. I don’t suppose you have any suggestions for some extra detailing I can put in the texture. I was researching and found a nice roman mosaic which became the band motif on the bottom of the tunic. I like what it adds to the piece.
I’ll need to add straps to the belt to hold the gladius at least. I was tempted to add a fabric belt or wrap around the mid torso. Most higher ranking soldiers have this.
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01/01/2010 at 7:38 pm #45079AnonymousInactive
Well you certainly have a good grasp of the background research. As for suggestions, there is normally heavy dents on the boss of the shield as this takes alot of damage in combat, also the metal supports could be coming loose or the metal could be getting warped on the edges, screws could be missing too, tho not so many that it will fall off. Edges stand out more could have stronger slashes or more damage.the leather strips on the tunic could be more like worn leather, same with the shoes, normally these become hard, and very uncomfortable to wear and worn pretty quickly only with the addition of oil do they become soft again.
Since you hold the shield on your left side the scratches and dents would mostly be on this side, so perhaps more damage on the left shoulder armour, left side of the helmet. It also depends on who you think this guy fought? If its other romans there would be mostly stabbing dents and marks from the gladius, if its celts and germans of mainland europe that use broadswords there would be more slash marks, especially from the top down as they normally swing the broad swords down in arching movements, plus they would have fought in loose formation in order to allow more movement, but the romans right side would mostly be covered by his neighbours shield and most of his left would be the same except the shoulder armour and helment. Though if he was fighting irish wariors, they mostly used spears, darts and if they had swords they would be short swords, taken out to fight close quarters or to finish someone off, so he might have more dents from stabbing.
You could show the smashing of some of his shield with those stab marks, ie some of inside of the wood coming out. Also Romans often used their shields as a weapon so jabbed down with bottom of it to break someones knee, so perhaps some damage there or warping or dents or even blood if he has used his shield this way. Also the inside metal outline of the shield starts to warp after a while, some rust gathers especially around the screws and some of them start to come loose. But this all depends how much combat has he seen or how old the equipment is.
In the end I only have limited knowledge of all this, so you could also try to put this up here:
Though it is not for art, just about reinactment, the people there would have a far better understanding of all this, where damage gathers, various combat moves, equipment more so than me.
Overall I really like it, its really going places. Anyway apologies about the length of the reply, hopefully some of that will be useful for you.
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02/01/2010 at 8:54 am #45080AnonymousInactive
That’s a very useful batch of info. Thanks. I’m going to give the texturing a break for a day or two and do some model fixes for now. When I get back into it I’ll add in more specific damage and details.
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02/01/2010 at 6:33 pm #45084AnonymousInactive
That’s a very useful batch of info. Thanks. I’m going to give the texturing a break for a day or two and do some model fixes for now. When I get back into it I’ll add in more specific damage and details.[/quote:a5ffb3246a]
Not a bother, looking forward to seeing more, good luck
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09/01/2010 at 7:00 pm #45117AnonymousInactive
Nice modelling, I would suggest working on the face more, maybe sculpt it a bit. How many triangles is he altogether? Seems about right for a hero model.
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10/01/2010 at 2:34 pm #45121AnonymousInactive
Just a small point, the toes look very long, I think you need to web them a bit more, the bones are correct but there should be smooth skin between the toes.
Other then that it’s looking great.
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11/01/2010 at 8:59 am #45125AnonymousInactive
Heh.
Squash-n-Stretch: I have sculpted into it more and modelled an expression on the face and sculpted hair etc as playing around with alpha cards was not really looking good cheaply.
It currently stands at around 25,000 tri’s give or take a few. I would like to optimize it once complete down to around 21,000 tri’s.
For now I’ll probably leave the face as the model is pretty much done except for texture polishing. Next project is a month of quick sculpting exercises to improve my organic sculpting. As the head here is too defined. I need to be more subtle.
Darg: Yeah I agree they are funky. I’ll try and sort this out in the final resolution model.
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22/01/2010 at 11:33 pm #45195AnonymousInactive
Hi guys here are a few final renders, I fixed most of the issues except for the toe one as of now. I’ll adjust that in rigging. I’ll take a break from this model for now and create an environment for it. A romanesque crypt.
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23/01/2010 at 6:29 pm #45198AnonymousInactive
Turned out quite well, the texturing brought it up a few notches, especially the texturing of the face, well done boy!
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24/01/2010 at 10:23 pm #45202AnonymousInactive
HI yeah the face got most of the focus. I did not spend as much time defining little details yet as it was not visible really. Even on the face some of the work defining pores etc has been lost . Oh well.
I’ll work on the environment for him and have a look at it again in a month or so.
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24/01/2010 at 10:27 pm #45203AnonymousInactive
cool looking forward to seeing the rest.
Oh why did the skin pores not show up?
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25/01/2010 at 9:13 am #45206AnonymousInactive
Heh, just the standard down scaling issue with the resolution. I wanted to make it game ready as possible so 2 X 2048 diffuse, 2 X 2048 normal maps and 2 X 2048 spec. Which is a little overkill I think. Next time I will aim for 1 2048 or 1 4096 square for a character.
As they were painted at 4096 and reduced it all just got lost. For the final image I probably will leave the 4096 maps. In these renders they are the 2048 ones. Looking at it again, yup the eyes shader needs work.
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01/02/2010 at 2:14 am #45233AnonymousInactive
did you use Photoshop or Zbrush/Mudbox for the texture painting? Skin pores are fairly easy to apply in zbrush and dont disappear with lower rez normally, tho I havent done a full game character in a while
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03/02/2010 at 2:27 pm #45245AnonymousInactive
A mix of mudbox and photoshop, In the texture the head only gets a 1024 square if even that so it’s not a lot, for really close up renders anyway.
The likes of gears, uncharted etc must use 2k upwards for the heads.On the next character I’ll be more sensible on how I break up the textures. Maybe 1 for the head and then 1 or 2 for the body.
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03/02/2010 at 4:20 pm #45247AnonymousInactive
Ah k cool, interesting, how many maps you use for the whole body?
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03/02/2010 at 6:05 pm #45250AnonymousInactive
Here are some reduced and grouped textures. I used 2 X 2048 diffuse textures for all the character. There was a normal and specular map for each also. The weapons had 3 diffuse, 3 specular and 3 normal maps. 6 256 X 256 and 1 512 X 512 for the shield.
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03/02/2010 at 10:16 pm #45251AnonymousInactive
Cool some awesome texturing well done
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01/03/2010 at 7:31 pm #45392AnonymousInactive
Hi all here is the 1st concept off the line, done today for the environment I’ll be creating for this character. The idea may change more but it’s a start.
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02/03/2010 at 7:51 am #45394AnonymousInactive
Cool man nice concept, I actually like how rough the designs on the pillar are, makes it look more scrawled and hand carved, might be cool to do the same in the the model/texture. Overall its a decent concept, gives you all you need to know, you paid good attention to lighting and values too. Looking forward to seeing it made.
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03/03/2010 at 11:40 am #45395AnonymousInactive
Cool! Like the concept. Keep it going ;)
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04/03/2010 at 9:36 pm #45409AnonymousInactive
Thanks I’ll try :) I want to do a few concepts before jumping into the model as I rarely get that luxury in work.
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