View Full Version : Game Art Comp 6:Harrison Ford/Blade Runner
03-16-2004, 07:18 AM
Ok so I´ve decided for a well known character.
Harrison Ford as Rick Deckard in Blade Runner....
Good luck to all contestants!
Woooonderful choice, this is gonna be very cool, this move is great!
03-24-2004, 02:07 PM
I´m planning to try some normal-mapping (Never tried it before)
So here´s what I´ve got so far....
Hopefully there is at least a slight resemblance :)
03-24-2004, 03:04 PM
i would bring his browridge down a little, and square off the chin a bit more. Maybe bring the dimple-area forward a tad as well, that'd pretty much do it i think! Definitely going to keep an eye on this one....
03-24-2004, 04:21 PM
Excellent character choice, I love that film!
You've done a great job of capturing his look so far, it looks like Harrison even w/out a texture - nice job.
03-24-2004, 07:30 PM
wow, and it's all under 4500 tris?!
03-24-2004, 08:57 PM
Originally posted by Steyn
wow, and it's all under 4500 tris?!
He tries to use normal maps. So this WIP model wont have much to do with his final lowres-mesh.
03-24-2004, 09:30 PM
I am sorry. I wish to apologize to everybody for my complete stupidity, my sense of humor and sarcasm gets screwed up when I'm tired. I am sorry.
But I Have to agree, that really do look like Harrison Ford, nice.
03-25-2004, 06:27 AM
Good to know I´m on the right track :)
Adam Atomic: I´ll keep that in mind.
Steyn: Apology accepted ;)
03-25-2004, 08:40 AM
Not that much of an update really...
but anyways, a little tweak here and there:
edit: I know the ear might look like it´s too far back... that´s probably because it is....
03-25-2004, 09:51 AM
Nice work! I can nearly smell Harrison ;). How will u do the normal mapping? With nvidia`s or ATI`s tools or with zBrush?
03-25-2004, 10:12 AM
I don´t know yet. I´m currently looking at some different free tools. Orb for example...
03-25-2004, 02:09 PM
ok, here´s a very rough test with the normal map
This head is 808 tris (including the eyes)
I´m still getting some errors, but I´m working on it : )
Can´t get everything right the first time.....
And here´s a wire....
03-25-2004, 03:42 PM
Looks good, so far. You might wanna chisel his features just a little more for the normal map, especially that crease between the eye and cheek. Also, Ford has a scar on his chin. Especially for Blade Runner, imperfections make it look more real. Like the guy's been to hell and back.
03-25-2004, 03:59 PM
yes, there´s still alot of tweaking to do, and i know about the scar, it´s an important feature that I must include. I just wanted to make sure I could even create a normal-map before I continued...
Anyway, here´s a little something. Still just testing, everything is very temp : )
03-26-2004, 01:10 PM
More updates sortof.
I´ using this project as an excuse to try some new things. I´ve been playing with some diplacement-maps for the high-res head, and Í will try to bake that in to the normal-map later....
this is in no way the finished maps, just a test.
03-27-2004, 04:54 PM
here we go again. ivars taking on a mission:impossible. and only a week in the competition, its looking awesome. (sigh)
what tools are you using?
so what challenge is left. the five-o-clock beard as alpha? liquid blood? a real working brain?
good luck with the rest. starting to look like him, too.
03-28-2004, 12:13 PM
Thanks alot, tobe!!
I found this free tool called ORB, and it turned out to be just great!
Check it out!
"real working brain"..... now that´s a good idea, I´ll look in to it...
03-28-2004, 12:54 PM
looks really good so fare, good work as always :)
03-28-2004, 03:52 PM
Thanks red3d :)
I hope you don´t mind if I post some more minor updates....
slow progress now, but soon I´ll start working on his body : )
03-28-2004, 04:24 PM
Hm... In my opinion he looks a little bit too old. But really great model so far!!
03-29-2004, 12:48 AM
thats prolly because hes bald and all the wrinkles on thin white skin, i think this work is great so far, you really captured the essence of his face, especially the mouth. You can hide the top of his head and you know this is harrison ford, the inverse wouldnt be as true tho but try something with the corner of the eyes, you might have notice the wrinkles, hes had those since starwars. its already kinda there but not enough and the ones there are too deep. if you intend on using normal maps, this might be something cool to fix this. not much, only a little comment but overall great work, cant wait to see how it ends up!
03-29-2004, 07:35 AM
wow great detail head..
i have a small question.
how many modeling time on the head?
high poly model...hard to me.. :(
thanks for the ORB link
03-29-2004, 07:59 AM
Thank you all for your usefull comments!
DIrtyDebutant : I´ll have a second go at his eyes :)
goodlag: Hard to say exactly how much time I´ve spent on this, but I think it´s close to 12 hours or so (effective time). I´m not the speediest high-poly modeller :) Plus I´m trying new stuff here.
03-29-2004, 06:32 PM
looking excellent ivars - the texture and shading tests are VERY promising, and the model looks much more like him now as well. Can't wait to see it finished!
03-31-2004, 11:17 AM
Thank you : )
Still not quite there yet, but I hope I´m getting a little closer with each update.....
That looks like the guy I know. Really nice job, my dad's girlfriend walked in while I was looking at your thread and she said, "Wow." She immediatly recognized him :), even without the hair and details. I think now you gotta move on to the other parts.
Btw, are you a gonna model his gun? I thought it was pretty neat design in the movie if I remember correctly.
04-01-2004, 01:02 PM
thanks : )
I´ve actually started on his body today : )
I´m having a bit trouble with how to do his hair though.... don´t know yet, but I´ll figure it out.
Yes, I´m defenitly gonna model the gun. And yes, it´s very neat :)
May I ask what you are modeling in?
04-01-2004, 01:25 PM
I´m using polys in Max 6, and ORB for the normal-map.
Here´s a wire of the controlmesh:
(never mind the hair, it´s not finished)
Very nice, I like the colar, and I'll nevermind the hair, lol. So how does ORB work, I didn't really see much of a description on their site, or maybe I just don't understand bump mapping that well.
04-01-2004, 01:39 PM
The basic principle is that you model highres and lowres, uv-map the lowres and bake the normalvalues of the highpoly object into the lexturespace of the lowpoly..... (that didn´t make any sense at all, did it?)
If you download it, there´s some documentation, and you can find tutorials in their forum http://vocs25.ipd.bth.se/orb/
And also there´s a great thread here about normal-mapping:
normal-mapping for games (http://www.cgtalk.com/showthread.php?s=&threadid=129627)
Hope that helps :)
Yes it did, is it only a max plugin, or is it for other modelers as well?
Btw, I sent you a PM.
04-06-2004, 07:42 AM
It´s a stand alone app, wich uses .obj, or .ase
so it should work with most 3d-apps.
I´ve PM'ed you back :)
I´m beginning to doubt that I´ll make it in time for the deadline... But I´ll try :)
Here´s a little update
as you can see, it´s far from finished!
04-06-2004, 02:21 PM
and yet another boring update...
04-06-2004, 02:57 PM
i'm a big fan of you game art, always a nice job. i myself do alot of photoreal texture work on characters, and when i use normal maps there usually painted over of the origianl texture, so far its the best results ive gotten (time vs. bang for your buck) but i'm excited to see the results you get, the high poly model looks nice as it is, looking forward to seeing it, maybe a little side by side comparison when its all done? good luck on the character.
04-08-2004, 10:22 AM
is it possible to get a very clopse up of his face in wireframe?
i'm working on my first poly character and trying to get a better idea of what features my edge loops should follow on my character's. :)
Looking really good there BTW.
04-08-2004, 10:59 AM
Great, great, great job!
Excellent modeling and resemblance, can't wait to see the low mesh with the normal mapping applied. Keep on!
04-08-2004, 11:20 AM
Thank you guys!
onelung: Yes this is a very time consuming process... specially when you model as slow as I do ;)
I´ll make a side by side comparsion when I´m done. Promise :)
danniesanchez: This is not a perfect topology, but here you go:
a wireframe closeup (http://www.popcom.nu/3d/Deckard_Wip_16.jpg) Hope it´s usefull for you, and good luck!
04-08-2004, 04:20 PM
Wow, Whatta guy! Very useful, thanks ALOT :)
04-21-2004, 03:17 PM
I will continue my work on this character in this thread:
I´m gonna finish this one, hopefully :)
do they plan on deleting these?
is that why?
if so, i needa move mine too... but anyway. So far his legs look short. Are they correct based off of the reference scales?
04-21-2004, 06:43 PM
No I don´t think they will be deleted, I´m guessing they´ll be moved to "Unofficial Game Art Challenge Archive".
I´m starting a new thread because I think I can get better feedback if it´s not lost in the old challenge thread, plus I no longer consider it a challenge entry and I might up the texture sizes abit :)
The legs are fairly correct to my reference images. But I might take a second look anyway. Thank you for your input :thumbsup:
04-21-2004, 07:44 PM
Ivars is right, which is why I'm doing the same thing. I'll leave my archive images up for a while, but eventually pull them down as well. But I doubt there will be much traffic on these threads once the voting is over and the next contest is announced.
01-17-2006, 05:00 PM
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