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View Full Version : Xenogears Facelift: Fei Fong Wong


Fignuts
06-20-2006, 05:44 AM
Hey all, it's been awhile since I've posted anything on cgtalk, and this is my first time posting anthing in the game art section. I've always thought Xenogears was a great game but unfortunately it was made in a time when graphics weren't all that great. So I thought I'd give upgrading it a shot and started with the games main character Fei Fong Wong. I'm looking for some serious critiques here as I'm really trying to get this low poly modeling thing down and I'm discovering it really does take a whole different approach than high poly modeling. Learning to do more with less is definitely harder than you'd think it would be. I've posted some screenshots of the wireframe poly flow of what I've complete so far and Im hoping you guys can give me pointers and help etc. on how to keep it clean/better/less dense and all that good stuff. Feel free to draw over the pics too to better illustrate what you mean if you want that would be great. Also just tell me if you think the character is resembling the original so far as well if you happen to know who the character is. Thanks alot for lookin guys.

http://picserver.student.utwente.nl/i/UTMRV2B359P9

http://picserver.student.utwente.nl/i/O0A62P8B1ZQ5

http://picserver.student.utwente.nl/i/LF904HR0YC96

ts-falcon
06-20-2006, 06:34 AM
ahh thats looking pretty awesome so far. a couple crits i can offer. teh edgeloop around the nose shouldnt really flow like that it should flow from the corners of the nose down under the chin,it helps define the cheeks as well as deforms nicely. i see a few tri's here and there, you can always squash those later. best to shoot for an all quad mesh but coming from high poly you probably already know that. the mesh on the underside of the ponytail seems a bit dense, always use polys to define the silohette, surface detail can mostly be done with textures. looking good so far mate! :D

Ramza24
06-20-2006, 09:15 PM
Very nice, very nice... I'm also big on seeing how older 2D designs would look in 3D...

Only thing right now is maybe add more detail/loops where there may be less - ie. above the eyes and below the mouth at the chin. Funny thing is, nowadays with next gen models your count may almost be up to that of a hipoly cage before smoothing (okay, maybe not THAT much). So don't be afraid to add details even if it goes over (what am I telling you, you've done hipoly before, right?). Maybe make the cheeks a lil rounder? I know Fei was a skinny guy, but something about the edgeloops around the cheek don't seem right.

Keep it up!! I expect Elly, Citan and Id to be done by next month... hehe

sheppyboy2000
06-20-2006, 09:49 PM
I just want to see Id. That, and God Blob or Dues as he was refered to in the game.

Psyk0
06-20-2006, 11:55 PM
All those straight edges make me sad :sad:...Seriously tho, dont be afraid to add some curve to the features, mainly jawline, cheekbone and eyesocket.

See Mr. Edgeloop for details, made by Bunk Timmer.

http://img370.imageshack.us/img370/6338/polyregions8pc5lv.th.jpg (http://img370.imageshack.us/my.php?image=polyregions8pc5lv.jpg)

Fignuts
06-25-2006, 02:37 AM
Time for a little update:

http://picserver.student.utwente.nl/i/SD6385CJWKZ6

http://picserver.student.utwente.nl/i/PTB57G0HVJCR

http://picserver.student.utwente.nl/i/K4B3EKQZG18L

As always thanks for lookin guys.

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06-25-2006, 02:37 AM
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