PDA

View Full Version : Character: Kenshin


mFlux
12-22-2003, 02:17 PM
This is going to be a Jedi Academy model.

http://www.design.ucla.edu/~mflux/posted/kprog01.jpg

http://www.design.ucla.edu/~mflux/posted/kprog02.jpg

His likeness is very very important to this model. I'm trying very hard to get the face right too, so please leave a comment on that. For the clothes, the asymetry will be completed last because it saves time after both mirrored sides are complete.

I'm basing this version of Kenshin off the "Hitikori Battousai", when he was in the Meiji Revolution.

mFlux
12-22-2003, 02:18 PM
For reference pics I was all over the internet digging up images of Kenshin. A few references I used:


http://www.design.ucla.edu/~mflux/posted/rkmanga19.jpg
http://www.design.ucla.edu/~mflux/posted/rkmanga35.jpg
http://www.design.ucla.edu/~mflux/posted/rkmanga33.jpg
http://www.design.ucla.edu/~mflux/posted/rk1.jpg

RmachucaA
12-22-2003, 02:30 PM
Well done, no real crits here.
whats the poly count?

mFlux
12-22-2003, 02:38 PM
D'oh forgot to add that.

1835 POLYS total right now. I'm aiming for JKA's suggested "under 3000 polys" so I still have quite a bit to play with.

Cazor
12-22-2003, 05:30 PM
Cool, a fellow JA editor :) Looking nice.

Oh yeah, do you know how to export it into JA, also?

Frank Dodd
12-22-2003, 08:03 PM
It's a great looking character on its own, lots of feeling in the face, to correctly emulate the carton character I think the mouth needs to be a bit smaller and the nose a little more upturned.

It might help to render some outputs with smoother groups or even with a toon shader!?

Prs-Phil
12-22-2003, 09:27 PM
looks good, a wireframe orthoshot would be cool and please ... rendering lowpolymodel with mental ray O_o

... ;)

Spankspeople
12-22-2003, 10:11 PM
Remember, Kenshin's hair is quite big in comparison to his head.

Lookin' good though. Do we get to see him without the evil eyes too? *grin*

mFlux
12-23-2003, 03:20 AM
Thank you for the critiques.

Spankspeople: Yeah. I'm still working on a good medium between the comic-book look and how Kenshin would look if he were more "life-like". The problem is approaching the anime look in 3d... it's very difficult. I don't think my skill is at that level yet, so I have to try and find some sweet spot in between. The more I try and make the hair bigger in 3D, the wierder it looks...

I might make a version without the evil eyes if I have time...

Prs-Phil: yeah... the final gathering shows the structure of the model better than point lights. I have a wireframe down below...

Not with toon shader though because this is going to be in the game engine. I'm not about to write a toon shader for the Q3 engine (I know it can be done.. just not worth investing the time into that).


Cazor: Ya :) And a hardcore JK player too! Yes. I have made JK models before so I know my way around getting it into the engine.

Some new updates:

Pretty much finished the top of the Kimono and added the ties that come out of the sash. The model is getting really heavy now (1970 already I think) but I still have some to play with before I have to think about optimizing. Eventually I want to do LODs so it will run even better in-game.

http://www.design.ucla.edu/~mflux/posted/kprog05.jpg
http://www.design.ucla.edu/~mflux/posted/kprog06.jpg

MrCup
12-23-2003, 06:03 AM
Just wondering how you plan to rig those eyes on the (compleatly inflexible) JK2 bones? If you know a way I'd like to know too :)

CGTalk Moderation
01-16-2006, 11:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.