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Headless
07-27-2005, 08:50 AM
Hey there,

Having just finished university, I was needing a character to animate so that I could work on building up a moveset for my game animation portfolio. I just thought i'd post the current model and get some feedback before I go any further.

The character is based on a concept (http://www.hawkprey.com/grfx_jerko.jpg) by James "Hawkprey" Hawkins (http://www.hawkprey.com/), which I went with because one, it seemed like the kind of character you could get doing some good game animations, and two, because the concept is ten types of awesome. :)

The model is currently 4871 tris and a single solid mesh. Unless there's any crit I don't plan on adding anything to the model, so that should be the final tri count. I'm still undecided on whether to go through the high poly/normal map process. On the one hand the extra detail would be nice, but on the other, this is supposed to just be a model for me to animate with, so I don't know. We'll see. :)


http://img231.imageshack.us/img231/9316/front0nq.jpg

http://img289.imageshack.us/img289/6458/back2at.jpg

http://img231.imageshack.us/img231/7729/face7rv.jpg

(Just a quick note: the face creases are actually three lines, there's a third line running between the two you can see on all the creases in the face render, it's just an issue with how the wire map shows up).

So there it is. Any comments or crit then please do post.

Cheers.

DeadBoy
07-27-2005, 07:19 PM
Nice work :thumbsup:

Is the backpack built out from the body mesh, or did you make it seperate? If it's built into the body/combined, you may run into problems when animating him.

Can't wait to see the texture...

Headless
07-27-2005, 10:29 PM
Cheers.

Yep, the backpack is built into the mesh, although that was the last thing I did and I made them seperately and then welded, so I still have the character and backpack as seperate meshes if there's any problems.

Hopefully if I take the bag into account when i'm doing the rig (i.e create a seperate bone (or bones) for it), and take my time with the skinning, there shouldn't be any issues.

~SammaeL~
07-27-2005, 10:56 PM
Hi , good model the geometry y very clean , please texture it

Headless
07-28-2005, 11:25 PM
Just a quick update.

I will be texturing the model, of course. I've just been spending some time today working on UVW mapping it all up. In order to do the mapping as clean as possible i've had to use 43 seperate material ID's, which is pretty complex compared to what I usually do, but it should give me much more discreet seams and a more optimized texture layout as a result. It's all UVW mapped now so I just have to stitch things back together in Edit UVW's and then I can start painting the textures.

RO
07-28-2005, 11:34 PM
looks great looking forward to the skinning

marque-pierre
08-11-2005, 09:25 PM
Is it a self portrait Daniel?

Headless
08-12-2005, 11:13 AM
In a word; no. It's based off the concept image that I linked to in the first post.

Just as an update for everyone else, I have been working on this, just at quite a leasurely pace. I'll post more stuff up soon.

marque-pierre
08-12-2005, 11:28 AM
Just thought I recognized the brow ridge and the mouth...

HellBoy
08-12-2005, 02:32 PM
very clean mesh, wow, I wish my models were like that

Headless
08-12-2005, 05:59 PM
This is really very WIP, but it's at a stage where I happy enough to do an update. Obviously I still have to do ears, nostrils, hair, maybe a little more work on the neck, optimisation, etc, but this should give people some idea of where i'm at.

http://xs41.xs.to/pics/05325/texture_wip1.jpg

I'm pretty happy with how it's going so far. I'm taking things quite slowly though, making sure I get things as I like them.

Comments and crit are welcome, as always, but like I say, this is still very WIP.

Cheers. :)

luciferous
08-13-2005, 01:34 AM
I am liking this.. so clean, although i am a bit worried about how he wil crease at the knees and elbows.

he looks like Alan Wake... that game does intrigue me muchly... keep it up and i think ill watch, would like to see where this goes

capone_adam
08-26-2005, 02:07 PM
Yep, this is promising. I'm terrible at detailed crits but theres something wrong with the eyes that is going against the rest and so stands out. You could leave it and it would still be very good but...is it maybe the res is much sharper in the eyes than the skin?...or maybe the pupil is a little too big (I think as a rule that when in neutral position you see white under the pupil, the height of the pupil should not be more than the height of the eye...hole...)

Is the texture from photo sources or painted?

Headless
08-26-2005, 05:22 PM
Any resolution differences are something of a moot point at the moment as i'm yet to scale down the texture to game resolution, but i'll bear it in mind later. I'll also take a look at the eyes, which i've never been great at, but i'll see what I can do.

It's 100% hand painted so far.

beSigned
08-31-2005, 07:10 PM
It's awesome but from the untextured model I have a feeling that the head is a way too big, especially the forehead... But don't have the feeling from the textured model. Strange. I think it's something with my eyes or with the perspective the images are taken of.

However - can't wait to see it finished :) GJ!

Headless
08-31-2005, 08:48 PM
I took some time out from this for a while, but I am back working on it now. I was getting a little frustrated with the texturing cause there were parts of it that weren't turning out quite as nice as i'd like it, so I moved on to rigging and facial setup and the model has now been skinned and is moving around quite nicely.

Just as a follow up to adam's point about the eye, I think I worked out what it is: Currently the character is being rendered with light tracer and a light setup that encompasses the model so that i get even lighting across the whole of the character. The idea is that once the textures are done i'll then bake the lighting to the texture and then tweak the baked lighting so that I can move the character around and the shadows won't look weird, and this way, once i'm done I can have the character material on 100% self-illumination. The thing is, I can't bake lighting to the eyes because as soon as i moved them you'd see the shadows from the bake, so the eyes are already on 100% self-illumination in these renders, yet the character isn't, which is probably why they look weird.

Anyway, I know i'm progressing at a slow rate with this, so i'll try and step it up and post some more wip renders soon. :)

the_podman
08-31-2005, 10:43 PM
It's looking great. Don't quit now :) I'm going on 3+ months on my current WIP so no worries on the speed of things :)

Love the skin texture. :thumbsup:

Headless
09-01-2005, 10:51 PM
K, I tweaked the skinning and added skin morphs to clean it all up a bit. Also, now that i'm able to have the model in a more natural pose I did another reproportion to try and match better with the concept image.

Do note that with the textures, I scrapped the stuff I wasn't happy with (which actually I don't think you've seen), and the stuff in these renders is obviously just base colours which i'm going to go over later. At the moment i'm just looking for crit on the proportions rather than the textures...

http://img17.imageshack.us/img17/2681/proportionwip6zc.jpg

Personally i'm happy enough with the shape of the model and how he's moving around now.

I also did a quick pose render for fun (obviously the gun is just a placeholder). :)

http://img133.imageshack.us/img133/1466/pose12hy.jpg

I'll start back on the textures tomorrow although you'll have to bear with me cause doing textures that are any good can take me a long time.

Oh and cheers for the comments so far everyone, getting feedback helps me out alot. :thumbsup:

WesleyTack
09-01-2005, 11:28 PM
very nice work, and a nice pose !
but the arms are too short (the underarm mostly)

Headless
09-02-2005, 01:25 AM
I'm not sure about the arms. If you bear in mind that the waist is at the belt point rather than the bottom of the jacket, I think they're about right. If anyone else mentions it i'll definitely change it, but otherwise i'll check it against anatomy reference before I make any changes.

Cheers for the praise and the crit though. :)

Edit - Hmm, i just looked in the mirror and you might be right about the forearm length, although i'm still not fully convinced about the full arm length. It's also kind of tough to tell because the crease in the jacket isn't exactly on the elbow joint.

Edit 2 - So you can see better where the arm joints are, I did a quick render.

http://xs44.xs.to/pics/05355/proportion_wip2.jpg

I don't know if that'll have any bearing on what you said before or not, so if you still think the arms need tweaking then let me know and i'll have another look at them.

capone_adam
09-02-2005, 09:27 AM
Looking good, its quite hard to tell how well its skinned until you see it moving (I think). I really like that crouch pose you did (along with the cam angle). Good job.

Shore
09-02-2005, 12:45 PM
wow headless this is looking quite good, love the gun pose, great stuff

ArchangelTalon
09-02-2005, 05:21 PM
He's deforming really nicely, mate :)

Looking at the updated image of him standing upright, I think his arms could be a bit longer. His hands should really kinda fall to half-way down his thighs, and they seem to only just pass the hips there.

Headless
09-02-2005, 09:08 PM
K, I made the arms a little bit longer.

http://img320.imageshack.us/img320/4757/proportionwip37kc.jpg

Better?

ArchangelTalon
09-02-2005, 09:38 PM
Yeah, he looks more natural now :)

memnoch
09-02-2005, 10:18 PM
Something I've always wondered is how you get those nice wires on top of a lit model like that. I've been trying to figure out how to do that so I can show a flat shaded model in a render with the wireframe displayed for my demo reel.

Headless
09-02-2005, 11:43 PM
Something I've always wondered is how you get those nice wires on top of a lit model like that. I've been trying to figure out how to do that so I can show a flat shaded model in a render with the wireframe displayed for my demo reel.
I use Edgemap (http://www.bytegeistsoftware.com/various/sm/EdgeMap2.zip), a free plugin for Max from Bytegeist Software (http://www.bytegeistsoftware.com). It also works with 3rd party renderers like Vray or Brazil, if that's your thing.

memnoch
09-03-2005, 01:30 AM
Thanks Headless, I'll give that a try.

the_podman
09-03-2005, 05:15 AM
The face is very expressive. Do you have facial controls and/or morph targets? He feels very alive. I wish I could paint faces like that.

-pod

Headless
09-03-2005, 02:33 PM
I'll be adding morph targets for the face but no, i've not done them yet. The facial expression in the posed render is just done with the eyes and the angle of the head tilt.

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