View Full Version : Character - Ying Jao: monk, b-boy, old guy
ill_logic 05-03-2006, 05:57 PM hey there!
http://img.photobucket.com/albums/v105/kurocrash/yjwip001.jpg
since i kinda ran headlong into a brick wall with the exo pilot girl's normal maps, i decided to start another project on the side for my demo reel as i'm going to be on the job hunt quite soon. just a run of the mill game model & a way to get a lot of texture practice. and sorry, they can't all be vixens :D the idea for the character is something along the lines of a monk turned b-boy then 60 years after the fact. i'm thinking of a npc in a ffx-2 type game but stylistically something between the korean game artist x-cloud with samurai champloo anatomic proportions. that concept sketch is of the character but it's super old. i might make his clothes a bit baggier but they started to seem less & less realistic the thicker they got. the more i look at his face, the less happy i am with it. but the uvs are laid & i'm ready to start texturing. the poly count came to 3064 triangles. thoughts?! they'd be greatly appreciated. thanks!
-J
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Junerahe
05-03-2006, 06:28 PM
interesting.. although your normal mapping problems with exo girl should be faced head on i think
ill_logic
05-03-2006, 06:43 PM
thanks junerahe, i'm working on this because i don't know what i can do with the other project, it was a first attempt at normal mapping & something goofed but i can't find any good documentation as to how to fix it. if you had anything to add to it, i'd appreciate it. but, since i still need some things on my reel within the next couple weeks, i'm cutting my losses & working on this so i still have things to show. once i finish this, i'll be going back to that
-J
ill_logic
05-04-2006, 03:24 PM
http://img.photobucket.com/albums/v105/kurocrash/yjwip002.jpg
hey there. did some more with the textures. also, his polycount is up to 3088 as i thought his collar needed to be a little more dimensional so i added an edge row around it & scaled out just a bit.
-J
Psyk0
05-04-2006, 05:46 PM
Hehe, look at that old b-boy! :D what about making his pants baggier in front view?...doesnt seem to match the side view porportions.
ill_logic
05-04-2006, 06:41 PM
thanks, psyk0, i guess it was something with that blinn i had it on originally. when ever i made them baggy it didn't look right to me so i had that flaring thickness toward the bottom. but yeah i just fixed it now & i think it looks pretty good now with the texture on it. thanks!
-J
paul-banister
05-04-2006, 10:50 PM
shame you ran into problems with your last character,she was coming along really well.liking how this character is looking so far,..take it theres no plans to normal map him then eh?
ill_logic
05-06-2006, 06:04 PM
freewilly, thanks.... but no!! lol
http://img.photobucket.com/albums/v105/kurocrash/yjwip003.jpg
working on both. when i get sick of one i take a break & work on the other. just showing how the textures have progressed a bit more. i want to give the tracksuit a unique design. something 'avian' as his name translates into 'eagle claw' after a martial arts style. i tried just chucking a simple firebird (like the car) type ensignia on the back but it wasn't jumping out at me. so i need to mess with it some more. thoughts?
-J
ill_logic
05-10-2006, 05:07 PM
more work with the textures. still trying to design a nice look for that jacket though. no luck with that:
http://img.photobucket.com/albums/v105/kurocrash/yjwip004.jpg
did have a question though. i've toyed with the idea of making the suit have that sort of subtle sheen of silk where hidden designs are sort of incorporated into the textile, kinda like this image from tekken 5:
http://img.photobucket.com/albums/v105/kurocrash/yjex1.jpg
i think they're doing it with a bit of color maps there, but i was wondering would there be a nice way to do that with a spec or diffuse map, without it having to show up on a color map, which is a bit more natural looking? i've tried this before on other characters but never got the right outcome. any suggestions?
thanks!
-J
LoTekK
05-10-2006, 05:24 PM
Sweet! What a fun character. :) Love how the face texture is coming along, and you've got some nifty stuff going on with his shirt. :thumbsup: The pants, though, I feel like they could use some bunching and crumpling near the cuffs. Also, and it might just be me, but his fingers seem really skinny. But yeah, love what you've got so far! :)
ill_logic
05-10-2006, 09:54 PM
thanks lotekk! i kept meaning to go back & add some more wrinkles were the sneakers peeked out under the track pants but i forgot to, thanks for the reminder! lol as for his hands, the idea was go for an old, sort of skeletal look to them. but looking at them, the hands on a whole might be a little small so i'll scale them up just a tad. thanks!
-J
ill_logic
05-11-2006, 03:39 AM
http://img.photobucket.com/albums/v105/kurocrash/yjwip005.jpg
i'm thinking i'm ready to move onto rigging. thoughts? thanks!
-J
TychoCelchuuu
05-11-2006, 04:42 AM
I think for the silk sheen effect you're going to have to combine a spec map with a color map, or even just do it with color: spec alone probably will be either too subtle or way overdone. A light color would more or less achieve the effect you want. You can always play around and see what looks good.
ill_logic
05-11-2006, 05:57 AM
TychoCelchuuu - thanks. i was actually able to obtain it without messing with too much. if it was on the color map, it wouldn't glare in & out with the camera's point of view. i just kept everything in generally subtle shades of gray (maybe a 30% grey to 70% at the starkest) and it worked really well. the problem was it tended to stretch a bit in certain spots that didn't look so hot. they were fine before. i had it pretty balanced but i guess just generally tweaking with it a little here & there as i tried to push the textures a bit more, it got thrown off. it's still there but i sort of made it so subtle you can't notice it & the wonky stretching lol. thanks
EDIT - mind you i was only trying to do it on those lighter sections of the jacket, on the sides & back.
-J
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