PDA

View Full Version : Main Character of Echoes of Glory


mosconariz
07-02-2004, 04:26 PM
Proudly I've been chosen to make the main character of Echoes of Glory (http://www.echoesofglory.cjb.net/), a on-line game of the Civil War in the United States.

This is my first videogame model, so I'll apreciate all kind of comments and critics, thanks in advance.

Polycount limit: 3,500 polys
:scream:

mosconariz
07-02-2004, 04:44 PM
http://img28.exs.cx/img28/4015/Chamberlain_Sketch.jpg

I'll start modeling soon...

mosconariz
07-02-2004, 07:14 PM
Mr. Chamberlain first face's polys... Polycount till now: 75
http://img31.exs.cx/img31/5896/cara_wire.jpg

mosconariz
07-02-2004, 07:49 PM
168 polys, no problems till now

http://img10.exs.cx/img10/9234/flat.jpg

Jody Sol
07-02-2004, 11:36 PM
Don't worry so much about poly count at this point man, just get the flow down, and optimize later. Seems like you may be relying on the refrence image a bit much also, turn it off for a while and work using your perception, it will help sell the final model methinks.

Considering your poly limit you could stand to work the loops of the face a bit more, at least that's what I'd do.

It's looking good so far, let's see where he goes.

mosconariz
07-03-2004, 12:02 AM
http://img40.exs.cx/img40/461/cabeza.jpg

Head: 279 polys...
Hmmm, that means that if I have enough care with the number of polysin the body, I can subdivide this face reaching an amazing quality of 1000 polys:
http://img11.exs.cx/img11/6535/cabeza1000.jpg
:buttrock:

mosconariz
07-03-2004, 12:04 AM
Seems like you may be relying on the refrence image a bit much also, turn it off for a while and work using your perception, it will help sell the final model methinks.
Yeap, It's off :D

samgrice
07-03-2004, 11:01 AM
you shouldnt add a meshsmooth or subdivide or whatever, if you want a 1k tri head then you have to make every poly your self. subdividing is not a good way to make things for games. The heads starting to look very good and you've got alot of form in there for sow few polys, however you will need to build up the rest your self.

its looking good!

mosconariz
07-03-2004, 06:16 PM
you shouldnt add a meshsmooth or subdivide or whatever, if you want a 1k tri head then you have to make every poly your self. subdividing is not a good way to make things for games. The heads starting to look very good and you've got alot of form in there for sow few polys, however you will need to build up the rest your self.

its looking good!
:blush: Thinking so much in polycount is stressing me a little bit, :banghead:
My Machineflesh object had more than 3 million polys :D
Hehehe,

I'll continue with the body and then I'll go back to the face to see what can I do to improve it :thumbsup:

mosconariz
07-08-2004, 04:30 PM
Face Update, sorry about the slow progress, but I have some works to do :shrug:

http://img44.exs.cx/img44/8651/chamb.jpg

mosconariz
07-08-2004, 04:37 PM
http://img47.exs.cx/img47/9569/wire.jpg

376 polys: 310 quads, 66 tris


In triangles:
http://img47.exs.cx/img47/2903/wiretri.jpg
688 tris

mosconariz
07-08-2004, 04:44 PM
Working on the torso...

http://img49.exs.cx/img49/7217/wiretorso.jpg

mosconariz
07-12-2004, 08:20 PM
Face new polycount: 756 triangles:

http://img44.exs.cx/img44/900/cara.jpg

Face tri-strips: 121:

http://img44.exs.cx/img44/7893/Tri_strips.jpg

I wan't to know if is correct the way I'm doing this :scream:

kvernon
07-12-2004, 10:06 PM
The face looks really good, but from how I looking at it I think you can optimize it a little more. For example around his chin. You can keep the overall shape, but you may want to reduce his stripe on the way up to his lips. I hope that makes sence.

Another example: The head can be reduced around the top as well by circumfernce of about 4 or 5 polys. But as a whole you should study your face more and decide if the poly there is really needed to define the shape.

Hope this helps,

mosconariz
07-22-2004, 02:54 PM
Ok, I did some little optimizing, new polycount: 720

Also I apply a rough texture test:

http://img35.exs.cx/img35/8364/roughTexture.jpg

ErikSvensson
07-22-2004, 04:37 PM
ah,, head looks good! keep us posted on this one..!

mosconariz
08-07-2004, 12:50 AM
Thanks warbird :D, I'm trying to do my best in the little free time I have; I'll not receive a cent for this project; so it's difficult to work on it...

Reference:

http://img65.exs.cx/img65/4784/pacocopy.jpg


http://img65.exs.cx/img65/1408/chamb_textura.jpg

danydrunk
08-07-2004, 02:29 AM
hey mosco, la ultima imagen ya se ve mejor, usaste una foto para la textura no es asi? trata de que el pelo quede bien, pues definitivamente va a decidir si la cara se ve bien en general!!!!

he estado mejorando mi modelado, y aprendiendo a texturizar y animar, espero pronto poderte enseñar algo chido, aqui con un amigo gringo he aprendido un buen, el se fue a sigraph :D espero que para el proximo año sepa lo suficiente como para poder llevar un demo reel. sigue con el trabajo, nos vemos

mosconariz
08-07-2004, 05:25 PM
Modelling the body:
1408 polys


http://img29.exs.cx/img29/6593/Chamb_cuerpo.jpg


Hey DanyEbrio:D,

¡Estoy esperando a ver tus modelos 3D!

danydrunk
08-07-2004, 05:56 PM
pues puedes ver mi whip aqui http://cgtalk.com/showthread.php?t=158813
pronto voy a subir las imagenes del weighting ya bien arreglado, le añadi tambien unos poligonos para que se doblara mejor en algunas partes, estoy empezando a hacer animaciones de caminado, correr etc. lo subire pronto pero te puedes dar una idea con esas imagenes que estan ahi. Lo que si me esta costando un poco mas trabajo son las texturas, no se como hacer el unwrap propiamente, pero bueno, supongo que tengo que seguir intentando !!!

mosconariz
08-07-2004, 06:59 PM
2180 polys:

http://img70.exs.cx/img70/641/ChambCompleto.jpg

DanyEbrio,

el modelo que estás haciendo está de fábula! lo que yo hago para las texturas es haciendo UV planos de los polígonos que andan de lado, y luego de los que andan de frente, y luego uno los puntos... como sea siempre es un desmadre...

Ingurum
08-07-2004, 08:16 PM
like the modelling.

i think some more polys in the torso would be great!

Keep it up

Ingurum

powernemo
08-08-2004, 12:34 PM
Kewl model


it's for a game??

mosconariz
08-08-2004, 06:56 PM
Kewl model
it's for a game??
Yeap, Echoes of Glory, a free Online Game about the Civil War of the United States... :D
Our character is Mr. Chamberlain, so he must be as realistic as possible... Just hope to be good enough to model it; is mi first game model :)

i think some more polys in the torso would be great!

Ok, lets work on that! :thumbsup:

Ingurum
08-08-2004, 06:59 PM
Yeap, Echoes of Glory, a free Online Game about the Civil War of the United States... :D
Our character is Mr. Chamberlain, so he must be as realistic as possible... Just hope to be good enough to model it; is mi first game model :)


Ok, lets work on that! :thumbsup:
a page from that game? and how good s the engine? what about the polylimit?

Ingurum

mosconariz
08-08-2004, 07:25 PM
Unreal Tournament 2004 modification called Echoes of Glory www.echoesofglory.cjb.net (http://www.echoesofglory.cjb.net/)

The mod is a tactical shooter based on the American Civil War. Visit our site

Polylimit: 3,500

Ingurum
08-09-2004, 07:00 AM
thats quite cool, im working on www.bgmod.com (http://www.bgmod.com) , poly limit 700 :D but we'll go for hl2 lateron

mosconariz
08-10-2004, 02:47 AM
Some polys added to the torso. Ignurum, I can't see your page :sad: donno why, I'll try in my home PC :thumbsup:

polys: 2256

http://img53.exs.cx/img53/7776/ChambYa.jpg

Ingurum
08-10-2004, 06:14 AM
Some polys added to the torso. Ignurum, I can't see your page :sad: donno why, I'll try in my home PC :thumbsup:

polys: 2256

http://img53.exs.cx/img53/7776/ChambYa.jpgjeah page should work ... but dont look to much on the player model that are in the current release, the models are 2 years old. the mods about the revolutionary war.
here my latest model http://www.cgtalk.com/showthread.php?t=144881


jeah your model is turning out really good. body shape s now better.

Ingurum

mosconariz
08-11-2004, 02:17 PM
Ignurum, very nice work with that polygon budjet!

mosconariz
08-25-2004, 03:04 PM
http://img48.exs.cx/img48/5007/cara.gif

Modelling: Finished
Face UV Texture: Finished

fuxer
08-25-2004, 03:33 PM
mosconariz i think the ear is way too small and too far from the face and the hair in the back looks bad.Look again at the ref pics :) Anyway it looks good.
Keep working on it.

mosconariz
08-25-2004, 04:47 PM
http://img19.exs.cx/img19/8969/oreja.jpgok, It's fixed :scream:

mosconariz
08-25-2004, 08:26 PM
http://img60.exs.cx/img60/3296/Uvcaralisto.jpghttp://img60.exs.cx/img60/9674/pelo.jpg

OK, finished face :twisted:

cache
09-13-2004, 11:54 PM
i like it!
but isn't this facial-expression we can see on his face a little too scared or .. hm howtosay... 'chicken':) for a main character who should be tough, if not strong.. i think his body is a bit skinny as well...
his neck is too narrow
and i think the ear could still go towards the face..

will you sacrifice some polys for the ears to 'come out' from the shape/mass of the head ?
maybe you should give it a try, 'cause it looks strange like this..
"but maybe it's just me" :)

keep it up!
bye

nullUser
09-14-2004, 10:13 AM
-
-some work could be done on the UVs to get that texture streching out of there.
-the ears, you could model those in there.
-the hair could perhaps have some remodelling, it blends too much with the head.
-the nostrils could be modelled in also.

+
-i like the mo'stach

CGTalk Moderation
01-18-2006, 04:00 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.