View Full Version : WIP Character: Soccer Player
Here is my latest work. She is a soccer player for team Arsenal in the Premier Football League. Done for my demo reel for an application to work on the FIFA games for EA. 4500 triangles, 1 1024 diffuse map. Scene isn’t lit, using the constant texture in XSI. Texture painted in Photoshop. Please offer any critiques before I pose the character and send to EA.
http://waz.ca/forumIMG/SoccerPlayer01.jpg
http://waz.ca/forumIMG/SoccerPlayer02.jpg
http://waz.ca/forumIMG/SoccerPlayer03.jpg
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Cromo
10-14-2004, 06:04 AM
hey, nice work, did you have a poly limit or anything, maybe you could get rid of some unnecessary poly's, looks cool though.:thumbsup:
RKurczewski
10-14-2004, 09:14 AM
Makes very good impression but there are some glitches - most visible problems I can see are: strong horizontal line across buttocks (they seem to be too high- I believe it will not be too hard to find good references;) ) and legs- they are very good but they are not female- too strong and rather "square".
Freakychakra
10-14-2004, 09:19 AM
Hi Waz
Comming along nicely.
One thing that could improve the texture is to add a subtle shadow at the edge were the socks meet the skin, and along the lower line of the shorts.
I think the legs are ok, some female soccer players have monster muscle thighs.:D
Double check against a reference.
Bonsai
10-14-2004, 09:51 AM
Good work but one crittique: The thing that struck me first, is the sponsors logo. Go to their site and check it: http://www.o2.co.uk/
Good luck
Bonsai
MFTituS
10-14-2004, 10:07 AM
hey good start.
but i want to be honest. if you want to work in the industry, it is good to know your weak and strong sites, so you can bring out more your qualities and work on your weakness.
so here are some noticeable things:
i see the biggest problems in your texturework. the texture is very simple and shows that you have problems with painting hair, folds and choosing the right color.
the shading of her skin should be more redish and saturated than now.
clothes and skin need structures by such a big texturepage.
you have shaded some parts very extrem, and other like her butt not at all. if you shade it, than give the whole figure a nice soft shading to make it more plastically.
the face looks more like a quick painted doll.
your brushwork can be seen, better you smooth it more, so you have nice gradients, than hard brushedges. fifa is realisitic and so the rough painted look doesnt fit well.
to paint things well at the beginning, use reference material, especially you want to achieve a realistic style. look on photos of hair, study faces, anatomy and materials. out of which material are there clothes, shoes, look for photos and study, why it looks so, what structure it has, how the light behaves and so on.....
your mesh need some work too.
her butt looks strange and angular. try to make it more round and give her more fat tissue in the lower part.
your mesh is very equally. try to work out more some areas like her joints, butt, chest to make it work and look good.
with so many polys you can work out some muscles on her thigh. she is a soccerplayer, so there she has a very well-defined musclestructure.
hope it helps a bit and i wish you much luck with your application.
I have a few quick points.
1. I believe that the strings on her shorts are superfluous, and would better be done just as a texture on the rest of the shorts. I realize that it's more stylish for the strings to be animated and bouncing, and they're probably two triangles, but I like cutting everything that's otiose in favor of other things that need more detail.
2. Case in point, her ponytail looks like a banana. :) Give it another loop to smooth it out a little bit. It'll be constantly in motion, but many gamers make their judgements on motionless media, like screenshots. Transplant the shorts strings to her hair.
3. Her shins (or leg guards) seem to have far more polygons than necessary. Since that part of her leg is being hidden behind the flat padding surface, then there is no reason for poly diversity here. Just make it two triangles, or six if it's too ugly.
4. Bump her shorts out a little bit at the bottom where they end. You've already created the necessary polygons for this, but have yet to establish a visible difference.
In closing, I would need to see some poses, or more angles at least of various detail features, such as her hands, just to check up on everything.
RmachucaA
10-14-2004, 04:15 PM
one more tip i havent seen mentiones, her neck looks a tad too short, just a smidgon.
The thing I'm not sure to understand is why did you make a woman ? O_o
Soccer (erk, hate that word, created by those who stole the real name of the sport, Football) video games, as far as I know, don't include female teams.
If you intend to send that to EA, you'd better work on texture a lot, in order to harmonize it.
Great thanks for the critiques guys. I’ll work on it today and post later with an update. Just to clear some things up I used a normal map to generate the folds on the clothing and most of the painting. I built a hi poly model in Zbrush then exported it back in to XSI then using the normal map generator created the normal map. I then used the normal map as the base of the diffuse texture. Then using the combination of diffuse and normal I then rendermapped the texture to create the diffuse channel with the folds in the clothing I didn’t actually paint them. For all the decals and yellow lines I used Bodypaint 3d to get rid of the distortions and seams. Be back in 24 hours with a update.
Update as promised: I made the neck longer and the texture a bit more saturated and added some specular highlights on things. Also changed the front logo to a more correct one.
http://waz.ca/forumIMG/SoccerPlayer04.jpg
Going to rig her up while I wait for comments on the update :)
looking good
few things
I think the end of the shorts should be more defined, i dont get the feel they end when the legs start
there is a little vert at her should that should go down a tad, looks like a bad shoulder pad
the nike symbol on her right shoe is reversed =P
keep it up and help me with my texturing too, im a massive noob !!
http://www.cgtalk.com/showthread.php?t=176246
That's what I was saying about the end of her shorts.
The texture does stand out a lot better now, although the skin isn't quite natural in a lot of places.
The neck is a good example of this, where there is a stark change between yellow and red hues.
Edit: Can I get a closeup of her ear. I'm assuming you did it on the normal map only, since it doesn't appear on your diffuse texture anywhere that I can see.
Also, it appears as if you did the hair normal map in ZBrush most likely with a standard brush, or the inflate brush. Be careful, as this produces strange bumpy results in hair that aren't smooth flowing, like hair really is. It tends to look like hair that has mud in it.
NeptuneImaging
10-16-2004, 03:26 PM
Hi, Great model by the way. Although, I do agree with the some things about the skin, if this is for a game. I would model the shorts with a little separation from the legs because it may look strange.
I am on the verge of making a game character myself, and I would love to help you with a quick skin texture to start you off...
It is basically a base skin color with a little bit of Uniform Noise at 5%
Bonsai
10-16-2004, 04:51 PM
One tip for the textures. Even though you are applying for EA you might want to check some of the Pro Evolution Soccer Fan sites for custom made badges. Some great stuff there. I suggest you check some of the "Editing" Threads over at www.evo-web.co.uk. You´ll have to register though ( its free ) ... Keep it up ...
yeah sorry i forgot to add, good luck with EA. I am still not experianced in the Texturing field so I cant even look into applying for a 3d Artist position yet. Good luck again!
Alright here is a update and a issue. When I render my normal map out on my character half her face is darker then the other half. Also happens on one of the legs. I have played around with the settings of the vector nodes, mixing addition and subtraction and what not, plus from the normal map I got from gpu surface effects I got rid of all the detail on the problem areas by painting them white because they don’t need normal mapping. Here is an image so you can see what I mean.
http://waz.ca/forumIMG/SoccerPlayer05.jpg
You can see what I mean on both pictures, the one on the left on the left side of her face, and on the right picture around the neck and by the knee area on her left leg. If anyone has any ideas on how to fix this please get back to me.
VinceB
10-17-2004, 10:43 PM
because you have a mirrored uvw map. you can't do that if u wanna achive proper results with a normal map.
Hugh-Jass
10-17-2004, 11:09 PM
the eyes are looking in two different directions...better to be slightly cross-eyed than the other way round
I think the face and hair currently need more work in the texture.... a really well executed head can distract from any shortcomings in the body but not the other way round.
I'd also re-pose the arms in the action shot if you're going to send it to EA ( I used to work for EA... they are picky).
hands look odd ..either too small or just the pose... can't tell
EA sports titles use a lot of photo reference for their sports titles...
best of luck to you
Alright since everyone complained so much about the face and hair I spent a few hours (meaning a lot) and repainted them. So with out much further ado I give you my latest render.
http://waz.ca/forumIMG/SoccerPlayer06.jpg
Comments welcomed.
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