View Full Version : Takeshi Kitano (realtime Model), Sami Sorjonen (3D)
http://www.cgnetworks.com/gallerycrits/43136/43136_1121816358_medium.jpg (http://www.cgnetworks.com/gallerycrits/43136/43136_1121816358.jpg)
Title: Takeshi Kitano (realtime Model)
Name: Sami Sorjonen
Country: Finland
Software: 3ds max, Photoshop
- Hi there again!
- He is a realtime version of my favourite japanese actor/director, Takeshi Kitano.
- I created him in style of movie "Brother", in which he played very typical yakuza/gangter role :)
- Goal was to capture likeness of a real person.
- Renders are straight from renderer. 3 spotlights, one with low quality shadowmap. I used 75% self-illuminated surfaces.
mesh/textures:
- Tri count 3399 + 350 for weapon
- 512x512 body
- 256x256 head
- 128x64 hair alpha
- 128x128 weapon
- 128x128 details
- All textures are hand painted. Created for self promotion.
CnC Welcome! (modeling/texturing)
Other poses (http://www.cgmill.com/ss/realtime/20050720_takeshi_1.jpg)
Portraits (http://www.cgmill.com/ss/realtime/20050720_takeshi_p1.jpg)
Head Angles 1 (http://www.cgmill.com/ss/realtime/20050720_takeshi_p2.jpg)
Head Angles 2 (http://www.cgmill.com/ss/realtime/20050720_takeshi_p3.jpg)
>> Hi resolution image << (http://www.cgmill.com/ss/realtime/20050720_takeshi_2.jpg)
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WesleyTack
07-20-2005, 01:06 AM
5 stars, and front page worthy imHo ...
it's just so close to the real thing, and this for a game character!
amazing texturework, gg!
oh, and he's my fav. aswell ! :p
Nice work I saw the first post of this and you fixed some very minor but good things to this model. The only thing I see is the buttons on the suit do not match up the under side of the suit. If you draw a line from where the suit ends under the coller and the lower under button part of the suit it seems he only has 1 button on and the other are kind of hanging. But that is so minor lol.
Desp#2/Rog
...I know what you mean :). Anyway left and right side are actually split, one edge should be moved a bit. it's mostly skinning issue, and very easy to fix :)
*EDIT*
- Couldn't resist... see the "hi resolution image" link and "Other poses" link ;)
erilaz
07-20-2005, 02:41 AM
Exceptional work. An almost flawless likeness.
Now do him as Zatoichi! :D
Desp#2/Rog
...I know what you mean :). Anyway left and right side are actually split, one edge should be moved a bit. it's mostly skinning issue, and very easy to fix :)
*EDIT*
- Couldn't resist... see the "hi resolution image" link and "Other poses" link ;)
Hehe :) Such a small thing but it really looks much better.
thefilthelement
07-20-2005, 05:39 AM
The only thing that bothers me is the way the right arm is twisting around, I know it's just a pose but...http://putfile.com/pic.php?pic=7/20000391139.jpg&s=x1
arizaga
07-20-2005, 07:31 AM
First page, front page !!! now!!! I'm a fan of takeshi he's goooood and you have done a great job with the modeling in low poly, the uv's and the texture.
Could you explain a little more how did you make the face and applied the texture(done from photo)
bearfoot
07-20-2005, 08:14 AM
just curious as to what exactley a real time model actually is...
great work though
thaPIXIE
07-20-2005, 08:19 AM
superb!
...but in actualy when firing a hand-gun we pull the trigger by using the finger tip not by the middle of it, most action games still have this mistake.:hmm: by the way, if you firing an automatic weapon or a sub machine gun you have to use your middle part of the index finger to pull it's trigger because they have stong and continuous recoil so you have to use your both hands to hold it firmly
Thanks guys!
bearfoot:
- Sorry, what are you trying to say? - If you really haven't played games ever then let me tell you. It's a realtime model. It could be put in some game or other realtime application. No post processing done to images - Only mesh, bones and texture which can be rendered by any realtime application.
- Do a google search ;)
thefilthelement:
- Yeah, but i hope you understand that as i was making "realtime" mesh, i also limited myself to bone setup similar to most games. No Twist bones or morphs used. :)
- Arm is actually turned nearly 90 degrees on one axis, and 45 degrees on other axis, and i think it is relatively well deformed.
arizaga:
"applied the texture"
- I used front photo (which i edited) as ref for nose and eye placement. Rest is done by eyeballing photos of Kitano, and then swapping between photo and 3d editor where i tuned the shape of head shape.
- Texture itself is fully hand painted, i described the process in my work-in-progress thread... I guess you didn't check it?
- UVs are done by mapping front, back and side, then stitching seams and "splitting" the skull from top in UVs. This way i get seamless head texture coordinates which are easy to paint without 3d painter.
FluKe73
07-20-2005, 10:46 AM
Really amazing! Im looking forward to see this kind of quality in games soon!
Can we see wires?
AndyH
07-20-2005, 12:31 PM
Brilliant work!
The likeness is spot on and the face texture is really well painted.
Hows about some wireframes? Id like to see the topology of the face.
ashrumm
07-20-2005, 01:47 PM
way freakin cool... great work
Mouse
07-20-2005, 04:12 PM
Very nice - it'd be fantastic to see this rigged up for a game, too.
Can't really see Kitano running around with a rocket launcher in UT though somehow ;)
xtrm3d
07-20-2005, 04:47 PM
very life like ..
he look exactely the same as in brother ...
great
florian
07-20-2005, 05:42 PM
Wow! Thats really impressive texturework. Especially for realtime stuff.
I love his "bored/cool" face expresion, when he holds the gun.
5stars :thumbsup:
auclair
07-20-2005, 08:27 PM
I'd love to see the wires and the head texture.
- Thanks guys!
Andy H:
- Thanks Andy! :) - I did put most of the time into painting face texture/ shaping face :)
Mouse:
- Haha. Why not? - I can imagine that ;)
LatOne
07-21-2005, 01:21 AM
Looking good buddy!
Wow! That's impressive. No crits whatsover. You've captured Kitano's facial expression very well. You can easily sense the same charisma...nice =) ***** stars from me.
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