View Full Version : Character: Chainsaw

08-15-2004, 10:50 PM
This is a character I'm workin on for an RPG (unofficial) right now called "Chainsaw". The character is not named because it's the player character and you get to choose a name yourself. :)

Some tech background on the character:
He's going to go into a template of 3 other models of male bodies, which will be set to morph with a slider (or with stats) as you create your character before game.
This is the "middle" body, I'm going to start tweaking it to a "Huge" and "Wiry" body as well.

Some tech of mine:
3D Studio MAX 6
Photoshop CS
Paintshop Pro 8
And I will be working with Bones for the animations (not Biped).

New images further down

And the pictures:

[Front view]

[Side view]

[Back view]

I will be working on the "Huge" body next, when this is finished.
I'm looking at models from other RPG's and Tactical games models (Silent Storm, NWN, UFO: Aftermath), and I think the polycount is too high right now. What do you think?
I'm also working on an environment, but that will be another thread when these three models are finished.

Any kind of constructive crits are appreciated. :)

I forgot to attach an image of the guy's back. I'm unsure of how I think it looks, maybe you can point out errors.

(Edit 2)
Shortened the post.

08-15-2004, 10:55 PM
Whats the tri count and what sort of RPG is it?

If its a NWN style top down game, he needs serious poly reductions. Right now you've got a lot of detail (compared to NWN) and edgeloops to aid animation deformation that can be cut. Zoom in on a NWN character and you'll see they've got boxes for fits, etc. They don't care so much about deformation because there isn't much to see.

Right now, he looks like he'd fit into Morrowind or UT2k4 pretty easily, but not so for NWN.

08-15-2004, 11:03 PM
Polycount, converted from Edit Poly to Edit Mesh, Polygon Counter displays 1178 polys.

I agree with the polycount, and I know about that their heads/arms are not attached to the bodies of the models, but the team and I have been talking about it and we've agreed that a connected mesh creates a more "together"-looking model.
It is a Falloutish type of game, so, bird eye view is the viewpoint.

I'm experimenting with deformation right now, and the deformation work pretty well if I remove some lines from bending joints.

If you have any more crits, don't be afraid to voice them.

Joe Bloggs
08-16-2004, 10:04 AM
there's something poking out of his butt... other than that, it looks good :thumbsup:

08-16-2004, 12:05 PM
Thanks Joe.
I tried doing something about that butt-thing. :)

Here's a new version of the model.
Downsized in the poly department.
He weighs in at 962 polygons (edit mesh modifier and polygon counter).
I'll probably have another go at him this evening sorting out any stray polygons that I don't need. Then it's off for new and exciting things for a while until I'm starting on the textures and rigging.

Crit away!


[Side view]

[Back view]

[Perspective, shaded]

08-16-2004, 11:28 PM
Well, his butt still looks kinda funny. I think he needs some more "meat" back there or something. Looks a little flat. His feet and calves look kinda too big from the 3/4 view...but they might b okay...might just b the view...and of course, the seam down the middle needs ta b fixed.

08-17-2004, 01:08 AM
The model's going into a new RPG that's currently in progress, and because of that, the character won't be seen this close, really.
I've got a problem with not really knowing how low my polycount really is, so, right now I'm doing models and concept art, when I get notified of an "exact" count I can go in adding/subtracting polys. I've done my best with his ass, if you've got an idea of how to improve it even more, just draw over one of my pictures.

I will be adding polygons to his legs and feet (I think that they look weird because there's a lot less detail in them). I'm going to go in and refine the model even more as soon as possible, I don't think I'll need the edgeloop around his belly, if I play my edges right :)

To do list:

- Optimize model
- Bonestructure
- Animations
- Textures

Getting closer to the goal.

More crits (can't get enough)!


08-17-2004, 05:17 AM
Look at this. It's from the adrew loomis book...an awesome book on figure drawing....


Got a nice ass shot....;)

08-17-2004, 02:13 PM
Thanks :)
I'm actually reading that book right now.
But I didn't consider the top part of the ass. Appreciated, I'll try to get it right, right away :)

*happyhappyjoyjoy* :thumbsup:

By the way, do you know of any good sites regarding anatomy?
I remember some stuff from an art class I took, but I'd really need some refreshing.


And now I've been over the character again.
I have done my best to "extend" the butt.

- Fingers have been connected (except the thumb) to save polygons.
- Legs and feet have gotten more polygons, I have also made the feet larger to fit the proportions of his body.
- I have added a loop around his neck to make for better deformation. (May be removed)


[Side view]

[Front view]

[Back view]

I also have a question.
The blue marked area here:
If I would weld the vertices (in the direction of the arrow), would this affect the deformation of the shoulder in a bad way?
It doesn't seem like it to me, but I would rather know than get into trouble later on. So, if any of you are experts on the shoulder area, let me know :)

Take care.

08-17-2004, 04:30 PM
www.fineart.sk (http://www.fineart.sk) has some good references. It's got a couple of anatomy books up, plus a bunch of photo references.

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