PDA

View Full Version : FatLip the Game Character


ElFuego
06-21-2006, 08:35 AM
Hi everybody!

I'v been modeling and texturing my first serious gamecharacter past 7 days. Now the work is somewhat finished for modeling and texturing part, but there lies the problem... :) ...I don't have any rigging/skinning skillz (I tried but results were a disaster :D

Here are some images of the character and comments and crits are always welcome, but more than anything I'm looking for a decent rigger to make my characters rig/skinning.

Almost finished Fatlip:
http://fuego.ungroup.net/fatlip.jpg

Normal + spec:
http://fuego.ungroup.net/ogre/ogre7.jpg

I'm not able to pay anything but if someone likes the character he's more than welcome to use that character in his own rigging/animation reels or something like that. So if some animator / rigger needs a character I'm willing to give this fella for him/her and the only thing I ask in return is decent skinning for 'Fatlip'

This was made with 3DS Max 8

benclark
06-21-2006, 10:09 AM
Check this out, its worth every penny.....

http://www.anzovin.com/TSM2Maya/

I also have zero talent when it comes to rigging but this plugin does everything for you

kaylon
06-21-2006, 11:09 AM
It's a nice model for sure... but I think 15 texture maps totalling probably over 5mb or memory for a single character might be a little much :) .... just my opinion....

Superb modeling though...

K

ill_logic
06-21-2006, 12:49 PM
i agree with kaylon about that being a crazy number of textures, especially at those sizes.

also, when i saw the name 'fatlip' i thought it was going to be the guy from the pharcyde. oh well.

-J

ElFuego
06-21-2006, 01:13 PM
thanks for comments :)

Alchemist101: I'm using 3DSmax so maya plugins arn't that much of a help for me and I don't think that plugin solves the skinning issue (and that's the part I simply hate).

Kaylon: Yeah, I try to downsample the maps so it's less heavy on the texture side. Though I'v seen characters with same amount of textures but less is more as 'they' say ;)

EDIT: Here is the character with smaller textures...I cut huge amounts of texture space away and it still looks pretty much the same so thanks kaylon :)

http://fuego.ungroup.net/ogre/orto2.jpg

ill_logic: hehe, I didn't even know about pharsyde so sorry about misunderstanding :)

ill_logic
06-21-2006, 03:03 PM
Off topic, but highly recommended:

http://img.photobucket.com/albums/v105/kurocrash/phar.jpg

-J

ElFuego
06-21-2006, 03:50 PM
Damn! I just saw 'drop' video by pharcyde and I remembered that few years back it was my favourite music video! :D I just forgot the bands name 'cause it never got that much mainstreem success in Europe..more like one hit wonder. But I will buy or loan the CD for sure :)

Maybe I model the Pharcydes Fatlip next!

Drooop!

sigh...Good ol' times.

dpizzle
06-21-2006, 04:24 PM
haha

i thought it was a 'FatLip' model too

i was expecting to see a hiphop gangsta with all the right skillz fo sho!

ts-falcon
06-21-2006, 08:38 PM
wow this is pretty awesome looking character. id downsize the normal map to 512 and see how it looks, you can usually get good resuls out of even 256*256 normal maps...so that shouldnt effect it much. hope someone picks this up to rig and skin!

Interactionman
06-22-2006, 06:10 AM
I really like the design of the character, he's very cool. My only problem is that the colours are so uniform. You could almost have achieved your texturing with procedural colours in max. There is little or no variation in colour across each element (cuffs - all the same blue, gloves - all the same grey etc) and even the skin looks almost entirely the same shade of green from head to toe. I don't know how much time you have spent with Photoshop, but painting some more colours and details in would really lift the whole thing.

ElFuego
06-22-2006, 10:02 AM
ts_falcon: Yeah, I down rez also the 1024 normal maps to 512. I think the scars and some other smaller detail will lose it's accurancy but I think it's a fair trade. I always start with huge textures because it's easier to downsample them later than otherway around. I have really limited experience with game engines and tricks of game modeling but I have already learnt so much thru this cgtalk and hope to learn more.

Interactionman: Yeah, the texturing for this character was quite poor because I kinda burned out meself doing everything so fast and intesively. I star making the textures from the scratch now that I have had some feedback and maybe even make new normalmap (right hand was bit off and there are some errors)


I have couple of questions for you guys:

1. do the eyes need to be attached to the basic mesh or can they be just linked?
2. I have done the 'beauty shots' above in max8 viewport > screencapture > photoshop but can they be rendered or is there some game engine (gharacter viewer) that I could use to test my character and set up lights and such? I'v seen somewhere the crytek normalmap viewer but I don't know is it any good
3. What is the most used image format for gametextures? png, tga, jpg? or does game engines handle these all?

Ramza24
07-03-2006, 10:35 PM
Agree about the textures, but it probably wont be much more work to get em lookin nice.
The shape of his head doesn't match his tail, in my opinion. I don't want to crit your design too much cuz I think its great. However, either his tail is too small or his face could be more reptilian, maybe more of a snout.. and is the tail positioned that way for rigging purposes?

ElFuego
07-04-2006, 03:19 PM
Yeah, he is a somekind of a mutated ogre (from the Warhammer fantasy rpg) :D I thought that the tail is his curse :> I hope I have time next week to get those textures re-made but I don't get my hopes up :(

The tail and the arms are that way because of the rig/skinning (that I still can't do, because I hate rigging and painting weights...envelopes make me nuts!!!) :D

please someone....help...pleeeeaaseee! :>

Ramza24
07-04-2006, 04:54 PM
- I believe most peeps use .tga for textures.
- Best bet is to try getting that badboy into Doom 3. I've been having a realllly hard time getting anything into HL2. Or just wait for Unreal 3. I have no idea about Far Cry.
- You probably want to attach the eyes, but it probably depends on the engine.

Rigging's really not that bad once you've done a few. If this is your first, maybe you should practice on a lower detail just to get a feel for it. Your guy has a skirt thing so make sure there's no intersecting with the legs. I always have trouble with deforming shoulders, and that always feels like the hardest part to get perfect, so...

I just noticed that you might want to give the back some more detail and/or musculature, but that's a nitpick. Keep it up!

(Saw your portfolio site, kickass stuff!)

CGTalk Moderation
07-04-2006, 04:54 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.