View Full Version : game character w.i.p: Jarrod
shika 01-06-2006, 02:07 PM hey, heres a character i started about 2 days ago, concept art is by Mikko K http://www.artbymikko.com/. (http://www.artbymikko.com/)
here's the concept
http://i32.photobucket.com/albums/d3/shika01/hero_WIP_01.jpg
and here is the model
http://i32.photobucket.com/albums/d3/shika01/jarrodupdate3.jpg
this guy will be normal mapped using zbrush, 3ds max and the photoshop nvidia filter. hopefully itll end up looking pretty sweet :thumbsup:
any crits?
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SHEPEIRO
01-06-2006, 02:24 PM
looking good but the jaws too square
also i reakon you could do the sections of the jacket with the normal map, no need for the extra ege loops, although, it will deform better.
shika
01-06-2006, 04:43 PM
shepeiro: yeah i was considering not putting in those extra loops for the jacket, but my poly limit is 4k so i had a few to play around with, and those loops just make the silhouette extra pretty for close up shots. but i did fix the jaw (and head in general)
ArchangelTalon
01-06-2006, 05:02 PM
Nice looking model. Good mesh, too. I'm liking the cloth.
His jaw's a bit too square, like Shepeiro said. He looks like a macho David Coulthard :P
I'd also say that his wrists are looking a bit too thin or his jacket sleeves appear too short.
Oh, and I'd keep the divisions in his body warmer thing, they look good.
Hey, I know this man! ;) Jarrod Cole, if I remember it right. Keep on working!
Aggroblakh
01-07-2006, 06:27 AM
The only crit I have is that you seem to be using a lot of polys needlessly. For instance, the detail on the bottom of the leg, which I assume is simply the folds of the pants, is barely noticeable in the shaded version. It would be more efficient to simply use texture to create the illusion, and use the polys you save by getting rid of those folds to add a few horizontal edge loops around that area.
If you do that, you can actually create a better illusion of folded cloth because it allows for more visible shaping.
However, you did say you were going to normal map it, which is something I have little experience with, so it's possible those folds in his pants may help with the process. In that case, you can just ignore what I said -.-;
shika
01-07-2006, 06:15 PM
thanks for the critique:). i just started work on the normal map, hopefully the jaw looks better since i fixed it.
Aggroblakh: the material i used in the shaded view is actually self-illuminated(forgot to turn it down), so the folds might look a bit shallow.
shika
01-11-2006, 09:33 PM
here's a tiny update on the normal map, i guess you could say im taking my sweet time :). but when the normal maps are done in a couple days ill just breeze through the rest of it.
so far ive only finished the jacket, shirt sleeves,shirt, hands, shoes and belt buckle.
http://i32.photobucket.com/albums/d3/shika01/jarrod_normal567.jpg
shika
01-12-2006, 04:33 AM
here's a progress shot of the diffuse map. edit: further down
cool , could we get a shot at the textures at 100% self illmumned?
shika
01-12-2006, 06:23 PM
ill post the texture sheets when im finished, ive only worked on the diffuse for about 1-2 hours so its basically just solid colours with dirt. but since its normal mapped there will be virtually no prelighting on the diffuse, just dirt/ambient occlusion and some radiosity
shika
01-13-2006, 12:55 AM
ok heres the body after a couple more hours of work. *edit* not needed
shika
01-14-2006, 01:42 PM
ok here it is:D, im calling this one done.
ill revisit this character after i do a few other things. probably start over again from the low poly since i learnt a few things about optimising UV's and working with normal maps.
anyone got any crits? feel free to rip it apart cause id love to hear it :thumbsup:
http://i32.photobucket.com/albums/d3/shika01/jarrod_headupdate.jpg
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