View Full Version : WIP: Ghyslain
M3anBONE_SJ_ 03-13-2005, 04:00 AM Hello, everyone. This is a model i've been working on for a couple months now. He's using 4300 triangles, and has (5) 512X512 texture maps. I'm about 95% complete with this model and i should have the rest of him done within the week. Anyways, comments and suggestions would be appreciated.
http://www.orvillevillanueva.com//images/artwork/ScreenSHOTS/Ghyslainfront.jpghttp://www.orvillevillanueva.com//images/artwork/ScreenSHOTS/GhyslainRear.jpg
http://www.orvillevillanueva.com//images/artwork/ScreenSHOTS/GhyslainProfile.jpg
http://www.orvillevillanueva.com//images/artwork/ScreenSHOTS/Ghyslaindetail.jpg
http://www.orvillevillanueva.com//images/artwork/ScreenSHOTS/Wireframe.jpg
| |
Antrim
03-13-2005, 05:45 AM
The model itself looks good, but it doesn't really look like a 4k+ model to me.
Just from the textured look of it, it seems like you could loose quite a few of the polys without loosing much of the finished look of it. The only problem I have with the texture is on the skin near his collar bone...I'm not really sure what that ring of discoloration there is supposed to be.
Also, I can't be sure without seeing the texture layouts, but it seems like the sword was given a very small portion of the map.
If you aren't planning on having the sword in close view much, that won't be a problem. If you want it to be seen up close though, you might think about giving it it's own texture page so you can give it a bit smoother look.
Overall, I'd say it's a nice piece...I'd like to see the texture pages you painted for it.
Just my 2 cents,
-Antrim
M3anBONE_SJ_
03-13-2005, 11:32 PM
Here are the texture panels. Like i mentioned, work is still being done on these textures and should be done within the next week. The ring around his neck is a mismatch in color between the torso and head section ; on the texture panel, the head and torso are on two different panels so I couldn't paint directly from one panel to another as one continuous gradation...would have been easier, though. As for the poly count, i failed to mention that the armor on him, namely the shoulder pads and leg pads, are their own seperate entities and not an extruded shape protruding from the base model. The armor was actually a last-minute addition to the character; he orginally was to only have his chest and glove armor and nothing more. The poly count minus his armor is 3180 polys.
Thank you for the comments, Antrim.
M3anBONE
http://www.orvillevillanueva.com//images/artwork/ScreenSHOTS/swordarmorpanel.jpgSword and Armor Panel
http://www.orvillevillanueva.com//images/artwork/ScreenSHOTS/texturerpanel.jpg
Main Character
M3anBONE_SJ_
03-17-2005, 09:23 PM
What is the max poly count for human form models on most PS2 titles?
M3anBONE_SJ_
03-20-2005, 10:46 PM
Completed with posed fighting stance: http://www.orvillevillanueva.com/images/artwork/ScreenSHOTS/GhyslainPOSE2.jpg
M3anBONE_SJ_
03-28-2005, 10:02 PM
http://www.orvillevillanueva.com//images/artwork/ScreenSHOTS/BattleStance.jpg
I fixed the texture panel for the head, hopefully I got it right this round. Comments would be helpful. Thx!
http://www.orvillevillanueva.com//images/artwork/ScreenSHOTS/PoseJPGCloseup.jpg
XanderFX
03-28-2005, 10:58 PM
When I saw the title I was hoping it would be this guy http://www.jedimaster.net/original.htm :thumbsup:
http://www.screamingpickle.com/members/StarWarsKid/
M3anBONE_SJ_
03-29-2005, 01:27 AM
Actually, I did name my character after that Starwars kid. hehe
the_podman
03-29-2005, 02:04 AM
Hey, that's really nice. Yeah, I agree the mesh could use some optimizing, but it still looks pretty good to me. Definately more optimized than my work.
It's hard to see the mesh flow with a triangulated wire shot. It is possible to convert back to quads or has it already been setup for game export?
How were you able to skin the mesh onto the skeleton with geo underneath the armour? With Maya's artisan, this is a pain in the arse. It's one of those types of characters where Max's "envelope" method would save lots of headaches.
I'm especially fond of the textures. You did a fabulous job.
-pod
My WIP (http://www.cgtalk.com/showthread.php?t=176727)
M3anBONE_SJ_
03-29-2005, 06:58 AM
I think I could have done better with the mesh - as for now, i'm gonna leave it alone until I finalize the textures.
As for the other things you mentioned "Artisan", "Max's Envelope?!" hehe..what are those? I'm not too familiar with the finer points of Maya's interface, still learning :)
I want to learn how to use bump maps, specular maps and all that cool stuff. For this model, I had to do everything the hard way; painting in shadows, reflections, and whatnot. If I knew how to do all those techniques other modelers use in this forum, it probably would have made life a little easier during the creation process of my model.
the_podman
03-29-2005, 05:57 PM
Hehe. Sorry, dude.
I was referring to the process of "binding" the geometry to the skeleton underneath. With Maya, you would use the paint brush tool artisan to "paint" the values of influence on the geometry itself. White represents a value of 1 while black is 0, or no influence. This is a little tricky when someone is wearing armour and has a body geo underneath because sections of the armour and it's corrisponding body part underneath have to have the same vertices influence in certain areas to prevent the body from coming "through" the armour. I was just curious as to how you were able to do this without headaches.
Max has this method of binding geo to the skeleton called "envelopes" in which you select a bone, and then a "capsule" like icon appears around the joint, tellling you the range and dropoff of the influence it has on the geo. I actually like this method better as it ensures that you will never have a shoulder bone/joint influencing something far away, like a foot geo. I like Maya for a lot of things, but I loathe skinning with it.
The model looks great to me, even without bump and spec. You did a good job faking a lot of that in your color map.
-pod
CGTalk Moderation
03-29-2005, 05:57 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.
vBulletin v3.0.5, Copyright ©2000-2009, Jelsoft Enterprises Ltd.