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Athey
07-03-2004, 09:29 PM
I had modeled most of the head at the end of the semester, but finals prevented me from finishing it, or doing anything with it.

It probably took me one solid day to model the head.

The body from neck to toe was done yesterday, and this morning I combined the head to it.

I'm planning on him having a cap (like a baseball cap) with a large pair of goggles around it, and probably some scruffy hair. I'll probably start working on the cap next.

I feel like his head might be a little squished or something... Not sure.

I'd probably want help with proportions. If anything looks shorter than it should, or longer than it should. I've been staring at it all day so it feels like somethings off, but I can't put my finger on it.

He's currently around 4,000 polys. I want to keep it under 4,500, but I might try to reduce the face to keep it around 4k.

Any crits are welcome. thanks

http://www.moshimoshineko.com/storage/002.jpg
http://www.moshimoshineko.com/storage/003b.jpg
http://www.moshimoshineko.com/storage/004b.jpg
http://www.moshimoshineko.com/storage/005b.jpg
http://www.moshimoshineko.com/storage/006b.jpg

Nicool
07-03-2004, 10:24 PM
Good work buddy :thumbsup:

The picture from the serie is the 4b... Which gives a better view of the model where I like the modeling/character style. Generously shaped, ear, collar. I would just correct hte legs shape.

As crtis helps to imporve our skills... As you say theri is something wrong in the head... I do not like your character head, not as nice as the 4b makes suppose how it would be (soory if my english is weird). I would make it nicer/softer.

About polycount... 4000 is quite huge!!! Even if you like folds (I saw it on other models from your site), modeling is not required. Polycount has, most of time, to be relevant with aliasing. Since a poly detail is going to be "blurred" (hidden, destroyed,...) by the aliasing of teh real-time view, then delete it. Keep it in mind. As a sculptor, try to find plane areas. Topology do not have to be regular, and especialy in game character modeling. A big square surface ca replace several ones easly, and here is the game modeling art (fshape something credible from not a lot of polys).


Extra note about poly reducing : not sure (because of the aliasing you know) , but I have the impression the fingers are made of cylinders and not of cube (which is right enough, remember you've chosen to detail findgers, keep it reduced since it will be blurred by aliasing). Quake III character have really low hands, but that irhgt enough (knowing ID has a wonderful texture artist)

- Nico

Athey
07-03-2004, 10:59 PM
yeah, I really don't like the head. Like I said, I modeled it a month and a half ago, so it was originally done for a different purpose. I slapped it on due to my own impatience and the fact that I didn't want to model a new head last night at 2am ^ ^ haha..
But I'm gonna scrap it and actually make a head for the model.
That head was really high poly. The body (minus the head) is sitting at 2,400 polies, so almost half the total polycount went to the head. A little more high-poly than I really need.

I've done about as much reducing in the hands as I really want to, but I might go in and reduce it some more if I get desperate for polys.

Well, I'm off to model a head. ^ ^;;

Jody Sol
07-04-2004, 01:03 AM
Heya Athey, was good to see you at the barbeque, week back.

Nice model, good to see something more realistic methinks. I look forwards to seeing what you dow ith the textures, which could really add to the design.

Athey
07-06-2004, 12:33 AM
wow, I'm not used to this weird applet thing they've got for posting comments. hah..
Okay - getting over it.

I've got some updates. Made a head from scratch and I think it's turned out much better (quite a few less polys this time too).

Okay, I'm still sitting at a total just under 4k, but now I've got a lot more added (hat, hair, goggles, etc.)

any suggestions welcome.

http://www.moshimoshineko.com/storage/007.jpg

http://www.moshimoshineko.com/storage/008.jpg

SuperCat
07-06-2004, 09:00 PM
Really love the face, can we get a closeup wireframe of it?

I think the calfs may be too big and the way the arms are right now look a little strange, even if you done that with your arms I'm not sure they'd look that bent. Great work though, look forward to the updates.

mindrot
07-06-2004, 09:13 PM
love the proportions Athey... this is gonna look sweet when it's done :thumbsup:

Athey
07-07-2004, 08:57 PM
I've been starting on the textures in my free time, but I haven't gotten very far due to a shortage in free time... :rolleyes:

But I can at least post a little.

Here are the facial wires -

http://www.moshimoshineko.com/storage/009.jpg

And here's a render of the face with some of the texturing I've started.
This is still really rough, and I haven't really done any work on the hat/goggles/collar etc. Just some early stuff on the face and hair.

http://www.moshimoshineko.com/storage/010.jpg

Crit welcome!
Thanks

Athey
07-08-2004, 06:18 AM
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pics removed to save on thread load time
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Athey
07-08-2004, 06:22 PM
Okay, I got the texturing about finished.
Next step is to rig it, so if there are any suggestions or things that need to be pointed out, please do ^ ^;
It's a lot harder to go back and tweak any big problems with the model once I've started rigging it... Texture stuff can still be tweaked, as long as I'm not messing with UVs..
The final polycount came out to 4,302.

Anyways - Here's some renders. Let me know what you think.

http://www.moshimoshineko.com/storage/018.jpg
http://www.moshimoshineko.com/storage/023_comp1.jpg
http://www.moshimoshineko.com/storage/026_comp2.jpg
http://www.moshimoshineko.com/storage/027_texture.jpg

Athey
07-10-2004, 09:00 PM
Okay, I added a few props and extra little things.
His pants have frays at the bottom. I added a gun and holster, and I lowered the jacket collar cuz it was looking kind of bad...

At this point I'm either going to say I'm done with this one, or I'll rig it. Haven't decided which yet.

Oh yeah, and with the extras he comes into 4,906 polys (that's counting the gun).

comments would really be welcome.

http://www.moshimoshineko.com/storage/029.jpg
http://www.moshimoshineko.com/storage/032.jpg
http://www.moshimoshineko.com/storage/034.jpg

thanks

Grorum
07-12-2004, 07:15 AM
good modeling and nice mapping, I hope you'll rig it, it would be interesting...and oh...what about some zombies to kill ? ;)

Bigglzee
07-12-2004, 09:13 AM
great work, but when I looked at the close up my eye went straight to the texture seam at the armpit, up close its fairly noticeable, but otherwise it looks great :)

Estrellex
07-13-2004, 02:21 PM
Hey, that's some pretty nice work there. Although, the feet really need some attention as far as the texture goes. And the texture sheet itself could really use some reorganization, there are quite a few gaps in there where you could easily squeeze out some more pixel space on the maps.

Aside from that, looks nice.

Ghostscape
07-13-2004, 03:11 PM
All of you digipen grads waste a tremendous amount polys...

You've got a lot of detail in the goggles that you do not need - between the glass and the rim you've got several edgeloops that don't add anything to your character's silouhette or shape, and the tiny bit of depth that you get from those 120 triangles is such a waste.

!senob!
07-14-2004, 05:31 PM
I like it very much.

Nice texturing esspecially.

Cheers!

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