View Full Version : Character: Jin-Roh
PhilOsirus 01-12-2006, 06:12 AM Hi all. This time, instead of posting an half-modeled model I decided to model it all before posting, cause I started too many threads with unfinished work before:p This is an assignment for school, the budget was rather large (10,000 tris). It is a Capital Police Special Unit officer from the 1998 Japanese animated movie Jin-Roh (http://www.jin-roh.net/) (which I should watch again because I forgot what the story was about!) It's the character that (as far as I know) started the glowing-eyes heavy-armored dudes trend, a trend I think hasn't gotten old yet. I especially liked the Final Fantasy Deep Eyes unit.
Sadly, I didn't have time to model the handgun nor the rifle (the teacher asked me not to bother anyway). I could do so at a later time. But as of now I have very little time to give to each assignments, they range across various tasks and all have been given at the same time, all are due in two weeks and there is more to come tomorrow! Hopefully my haste doesn't show in this case.
I have trouble modeling high-poly characters, so most of the normal mapping will just be made using Nvidia's NM tool. Hopefully I will have the time to texture this decently, I would like to add a second textured character to my folio. Crits welcomed!
Tri count (updated after further optimization): 9445( :eek: )
Software: Started at home in XSI, but had to transfer to Max at school.
Most recent update:
**360 turnaround avi, 2.8mb** (http://www.star-reef.com/videos/jinroh_360.avi)
http://www.star-reef.com/3d_art/wip/jinroh12.jpg
Older progress shots:
http://www.star-reef.com/3d_art/wip/jinroh07.jpg
http://www.star-reef.com/3d_art/wip/jinroh10.jpg
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dreamsunlimited
01-12-2006, 08:29 AM
very nice modeling. good job. but i think u can save some polys here and there.what is the poly count at present?
PhilOsirus
01-12-2006, 03:04 PM
9891 tris at the momment. I will get rid of tris on the lower cylinder of the backpack by removing the chamfered edge and I will remove the middle edge that goes across the backpack, I forgot to get rid of it after mirroring. I can get rid of some on top of the hands. That alone should help. I also just noticed I didn't place the handgun holder properly, it needs to be closer to the strap.
WAcky
01-12-2006, 03:08 PM
i LOVED this movie and the art direction was just superb. This neo-nazi look is crazy and i cant wait to see it all done
you gotta get the big glow happening for the eyes.
The model looks tops dude.
keep it up.
stars coming your way!
didn't you post this before?
or is this an entirely new model?
PhilOsirus
01-13-2006, 12:31 AM
It's a new model. The only part I re-used from an older model are the forearms and hands.
doodinator
01-13-2006, 05:41 AM
dood! that's a cool job, but unless this is for an in game cinematic, i dunno if polycounts that high will fly too well. you could cut down a lot of detail on the hoses and such... when youre modeling for games idea is to use as few polys as possible... enough to get a good silhouette, cause that's all that matters, and fake the rest with texture.
johnwoo
01-13-2006, 10:00 AM
Looking good Phil!...I like the amount of accessories ya got on him...this should look great when textured aswell...Ya mentioned using ZB, is everything gonna go into ZB?...Oh...I 2nd what WAcky mentioned...get the glow on his eyes working just like in the film!...good work...
PhilOsirus
01-14-2006, 12:15 AM
Wacky and Jonhwoo: I am thinking of using a self-illumination map to light the eyes, with a slight blurr on it to light up the area around the eyes. Good idea?
doodinator: I got it down to 9571 (so I removed 200), but yeah it is still high. But the budget we were given by our teacher was 10,000 tris which is why I chose this particular character to model, I knew I would have a lot of detail to model. Also, one of my reasonings when modeling is to make sure round shapes look round and optimize the rest. The tube of the gas mask must deform when he turns his head, but I think I will remove a loop or two. Like I said earlier, I might be able to optimize further (especially the pants) thanks to normal mapping, but in the end I'm under the given budget.
Jonhwoo: I won't use Zbrush for this character, he is full of triangles and I believe this would be a big issue (altho I could optimize an all-quad mesh after generating the normal maps). I will only do some normal mapping using Nvidia's PS filter, and maybe model a highpoly version of the pants. It's a question of time, and I have very little of it considering I have to finish all texturing by the 25th and I have loads more work to do for other classes.
Thanks for the comments and crits! More updates when update worthy material is produced.
PhilOsirus
01-15-2006, 06:58 AM
Unwrapped. Finally. The tri count has been reduced to 9449, still high but that's beyond the point now. As you might notice in the image, the pants have changed, I simplified them for now, I'll model a high resolution version of the pants for normal mapping before giving them their final silhouettte. I have very little time left for this and normal mapping will consume even more of my time before I can texture it.
http://www.star-reef.com/3d_art/wip/jinroh03.jpg
Oh and did I mention I must model a new model (Spawn) by next Wednsday (18th)?
I'm not a robot!:scream:
PhilOsirus
01-18-2006, 05:41 AM
Meh, I was modeling Spawn in zbrush at school, but didn't make incremental saves. Zbrush froze while I was saving, my Spawn is now corrupt. Woe is me.
Anyway here is an update, some normal mapping progress I managed to do today.
EDIT: Updated
Obumbrata
01-19-2006, 05:51 PM
Hey dude beau travail!!! J'avais pas vu ton nom et j'ai faites un tour sur ton site et je me suis dis me semble je reconnais ce Robo!
Ton work est nice en titi man, ptete un peu high en poly mais crissment beau pis en plus si ton prof te permet ça why not sti !!! ;)
Keep it up buddy, j'ai hate de voir le final!
A+
JiPi Audain
PhilOsirus
01-19-2006, 09:35 PM
Hey salut JP! Merci pour le commentaire:) Je vais finir le normal map bientôt, ensuite je vais passer aux textures, il me reste pas beaucoup de temps et j'ai d'autres travaux a terminer. Tu peux m'envoyer de quoi si tu veux des commentaires, ou post sur le forum! Later!
PhilOsirus
01-20-2006, 06:12 AM
Another update of today's progress, still some more normal mapping to do. This is taking some time since it's the first time I do this, but I am learning and I can't wait to finish this so I can model with normal mapping in mind the next time.
http://www.star-reef.com/3d_art/wip/jinroh05.jpg
smurfbizkit2
01-20-2006, 06:47 PM
Its probably due to the lack of a texture, but it just doesn't feel as menacing as I remember the soldiers. Regardless, fine model so far :) Can't wait to see the rest!
LordDubu
01-21-2006, 12:49 AM
Pretty decent likeness. The shoulder pads are a little too horizontal though... the film version they follow the upper arm more. Also the pants should be a tad more bulky in the thigh... like 40-50s era pilot pants.
PhilOsirus
01-21-2006, 05:19 AM
smurfbizkit2: It's true, it might be the textures, the pose, or the lack of any guns:)
Lord Dubu: Ya I noticed this a few days ago. I rushed this model somewhat, in fact the shoulders are just floating in the air. I lowered them in this new update to make them look more curved, and hide the fact that they float.
I'm really not 100% happy about this model, and most of the problems are due to the fact that I was not planning to normal map him when I first modeled him, this request came afterward. But the goal is just to learn something and not make the same mistakes later on!
BTW, how should I proceed to make the bullet strap (http://images.google.ca/images?hl=en&hs=hDV&client=firefox-a&rls=org.mozilla:en-US:official&q=panzer%20cop&spell=1&sa=N&tab=wi) that goes into his machine gun? Would it be rigged with a few bones? I probably will only model him his hand gun to place it in the holster, and rig him afterward just for some poses, but it would be nice to get an idea of how I would approach the bullet strap.
Thanks for the crits and comments!
(Ugly render I know)
*Removed to save bandwidth*
Textures next!
PhilOsirus
01-22-2006, 06:39 AM
I started texturing today. This is a shot from the viewport. GI has been baked into the character slightly (note that normal mapping is not applied in this screenshot).
*Removed to save bandwidth*
MrDev
01-22-2006, 07:01 AM
The model is looking quite nice, I can't wait for updates on the skin :D
retardedmonkey
01-22-2006, 11:26 AM
I dont really like the metal armor....the scratches just seem to be in wierd places. I would say maybe lighten up on the scratches all ready there, and put more along the edges, where it would wear. That is if those are scratches....but either way add some wear and tear to the edges. The actual character is very very nice, cant wait for the next update!
PhilOsirus
01-22-2006, 11:07 PM
Here is an update on the textures, I modified the metal as suggested:
http://www.star-reef.com/3d_art/wip/jinroh09.jpg
WAcky
01-22-2006, 11:35 PM
mmm sexy! :)
you made me find my copy of jin-roh and watch it yesterday. man its an awesome movie
it'd be so cool when he's done to do some cool poses and stuff.
looks great dude.
keep it up! :)
The clothes looks awfully greenish. I think overall he needs to be darker. In the movie they're very ominious and blend in with the darkness around them.
PhilOsirus
01-23-2006, 05:42 PM
Yeah actually the colors have been color picked from stills of the movie, but I'll work on the textures first then adjust the colors, I might go for those found on some of the action figures.
johnwoo
01-23-2006, 05:44 PM
Progressing nicely Phil...this is 1 of those films that have escaped my viewing...to get a better grasp on what ya aiming for I'll check out some images from the web...but other than that...good solid progress man...dig the NM's so far too...
eMPeck
01-23-2006, 07:24 PM
looks sweet. I'm not big fan of clothes texture under armor, but metal parts are great.
and of course he looks just like movie version :thumbsup:
PhilOsirus
01-24-2006, 05:14 AM
Thanks for the comments and crits!
The cloth texture has not been made yet. I think I will work on it tomorrow, I only have two days left. I tried a dark gray colored clothing, it looked cool but it was not like in the animated movie (altho I believe the live action version of the movie had such dark clothing). I'll see about it later. For now here is today's progress. I added leather, dirt, and some blood. He looks really dirty I know, but clean is boring;) And also I added a reflection map. In Unreal for example there is no such thing as specularity such as the one we find in 3D apps, it's only reflection maps. In my case both are currently used since this is not rendered in a game engine. Anyway, I don't mind either way at this point, this is practice and learning:)
Note: I will have to adjust the normal mapping, some parts are almost invisible now.
http://www.star-reef.com/3d_art/wip/jinroh11.jpg
pogo575
01-24-2006, 06:44 PM
Yay I need to dig my copy out and watch it now :-P great model so far. I think it will looks more complete if you do the gun :applause: and a quick pose in some darker light.
PhilOsirus
01-25-2006, 09:45 PM
Thanks pogo!
Here is the final result, along with a color variant based on an action figure. The gun holster is not very nice, but anyway today was the deadline. I might adjust it later on. I'll model him a gun later on, and I would like to bake some lighting around the eyes for the glow, maybe even make the eyes less flat and more glass-like like on the action figures and in the live action movie.
BTW I asked before but have had no answers, how would I proceed to rig a bullet strap that goes from his backpack to his gun? If I can't figure out how to rig that I won't model him the big gun, only the pistol.
http://www.star-reef.com/3d_art/wip/jinroh12.jpg
http://www.star-reef.com/3d_art/wip/jinroh12b.jpg
PhilOsirus
01-26-2006, 07:28 AM
I added a 360 view video of this character, so you can all get a better idea of the overall shape.
**360 turnaround avi, 3.9mb** (http://www.star-reef.com/videos/jinroh_360.avi)
XepptizZ
01-26-2006, 11:43 AM
I was gonna say he was too blue for convincing metal, no need for that anymore :).
Now he looks Ace.
pogo575
01-26-2006, 05:00 PM
Great job on the metal :) seeing it rotate really shows how great it is.
johnwoo
01-26-2006, 05:45 PM
Good job on the material for the metal Phil...it works very well :thumbsup:...but I'm not convinced about the materials ya got on the trousers and some of the accessories tho'...as those parts look shiney when really I don't think they should be...other than that tho'...good job on the model...
PhilOsirus
01-27-2006, 01:33 AM
Thanks for the tips. You're right John, the leather's and cloth's specular is wrong, I'll fix that. I'll also make the leather look more worn out.
I'll start looking into rigging next week because we are between two semesters here and I'll ask some animators how to rig in Max. I will model the handgun and the riffle, altho I will not make the bullet strap, so I will change the design of the gun to include a large U-shaped clip instead. Except updates by next week, probably not earlier. I don't know much about guns tho, I'm afraid it will have some glaring functionality issue:p
Anyone has any ideas where to find good WW2 weapons references?
Thanks again!
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