View Full Version : Character : Combat Sports character
Ghostscape 08-17-2004, 04:04 PM This is my first character model. He's a Football/Lacrosse type guy in a game where you can beat the other players to death over the course of the game (and you have to jump over the corpses as they stay on the field ;).
The game currently is using an old UT character but it needs an actual character if we're going to submit it to the IGF.
That's where I come in.
Right now, I just need to know if I'm on track. His crotch doesn't feel right (say that out loud and you'll get some stares) and I'm not sure how to model one that will deform properly with animation. If you've got any links to models that have good crotch deformation topology, tutorials, images, whatever, I'd really appreciate it. Same thing with shoulders, because I know that's going to be a bit of a problem, too.
I don't really have a target poly count, theres going to be 10-12 of these guys on the screen at once, plus the ball, the goals, the stadium, etc. I'm aiming for about 2000-3000 (maybe less. He isn't going to need a detailed face or fully articulate fingers) for the final.
He's 568 triangles right now.
http://www.rit.edu/~mpc2613/battlelax.jpg
I've included a 10 minute concept sketch showing the rough armor/padding. I'm aware he's a little stubby looking. I'm going for a more sleek and powerful look for the actual model.
Thanks for your help.
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Ghostscape
08-18-2004, 02:45 PM
No one has anything to offer?
Ghostscape
08-18-2004, 03:37 PM
An update:
http://www.rit.edu/~mpc2613/battlelax2.jpg
YerEvilTwin
08-18-2004, 09:10 PM
he's got wheelchairs legs, no butt, the torso is one bland shape, you have octagon arms and legs, you either have 2 sholders or 2 bicepts, you have wasted too many polys already. Get some pictures of naked men and study there anatomy. I would start over and box model. When you box model you only add edges when you need it. you have added a bunch of edges that serve no purpose, and are not needed to add form or deformation.
Ghostscape
08-18-2004, 11:54 PM
Thanks for the help.
As far as his chest being bland, he's going to have armor/padding over most of it, so I'm not too worried about that. What do you mean by wheelchair legs, and why are 8-sided arms and legs bad?
this was box modelled, so I'm not sure why you're under the impression it wasn't. I know there are places where I can optimise the mesh, but as I'm trying to get the basics of his form down before I give him his padding, I didn't want to start heavily optimising him yet.
I'd love to find some pictures of men that were posed such that I could study anatomy and proportions. However, it's a bit difficult to find ones that are both free and not gay porn. If you've got any good reference sites, I'd love the links.
Also, I'm not sure what a well-deforming shoulder and crotch look like, if you have any links or examples I'd love them.
some more work :
http://www.rit.edu/~mpc2613/battlelax3.jpg
franklyn
08-19-2004, 12:38 AM
here is some reference on human anatomy that might help you a bit
the model needs serious owrk in some areas.
http://www.highend3d.com/boards/printthread.php?Cat=1,2&Board=mayaanimation&main=120667&type=post
http://www.planetquake.com/skindom/...esh/index.shtml
http://www.bartelby.com/107/279.html
http://www.bartelby.com/107/
http://www.onnovanbraam.com/index.p...umans&id=humans
Tree Of Woe
08-19-2004, 06:14 PM
I don't think that you need to start over but normally it looks better the second time around. Some things to take into consideration are you going to model the armor and accessories seperate or make him one mesh. It seems most people sweat it over the modeling part, like making the verts and stuff perfect, but it isnt neccessarily what grabs peoples attention, its having a good understanding of anatomy and proportions. This helps give your character some depth. I hope i explained that right. well here is a link for some anatomy
http://www.fineart.sk./
Tree Of Woe
Ghostscape
08-19-2004, 09:20 PM
Thanks for the help. I've tweaked him some more, and he's looking better. I'm still not sure what else needs work, though, and I'm still not sure he's going to deform correctly when I animate him.
http://www.rit.edu/~mpc2613/battlelax4.jpg
And with some armor:
http://www.rit.edu/~mpc2613/battlelax4b.jpg
the tri count is 1136 for the first one and 1570 for the armored one.
franklyn
08-20-2004, 08:28 PM
it ceratainly is looking a lot better now i dont know about the armor ...but the area where the but meets the leg looks dodgey and the shoulder plate looks really small .
i think it shud cover the top .
Ghostscape
08-25-2004, 05:49 PM
Another update. I think I'm almost to the point where it's time to texture this guy, but I'll probably give him a quick rig first to check deformation, because I'm not sure he's going to deform properly. It won't be the final rig, because he's most likely going to get broken up into multiple pieces because the .x animation tools apparently only support two tracks of animation blending...Although there is talk about redoing the game in the MUPPETS graphics engine ( http://muppets.rit.edu (http://muppets.rit.edu/) ) because my friend that worked on the original battle lacrosse game wrote the animation system for the muppets engine and it's better than Microsoft's .x tools.
http://www.rit.edu/~mpc2613/battlelax6.jpg
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