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pandaA
06-27-2006, 05:17 PM
hi everybody,

This is my latest character. I made it for the demo of the kjapi engine ( www.kjapi.com (http://www.kjapi.com/) )
11034 tris
2048 maps for diffuse, normal and specular for the body
1024 maps for diffuse, normal and specular for the head

http://julienno.free.fr/stock/WIP/soldat/ryan_final.jpg

I will maybe tweak it a bit, but it's almost finished.
comments and crits welcome, if you ask me I'll post wireframes and sample textures

ArchangelTalon
06-27-2006, 05:59 PM
Wow, looking good.

I think his fingers and hands are looking a little stumpy/chubby and his arms could do with being a bit longer. Other than that it looks sweet as :D

Seebaer
06-27-2006, 06:14 PM
indeed it looks very sweet, but i doubt that the specs have to be sooo high.

with 8k tri's and half sized textures the level of detail should be nearly the same. have you tried it ?

pandaA
06-27-2006, 06:58 PM
Seebar, this character is not made to be include in a game, it's made for demonstration like the nvidia characters. I could reduce the polycount and the texture size but it's not the goal there.
thanks for comments :)

Seebaer
06-27-2006, 09:40 PM
ah okay, now i understand, you choosed that high settings to show how much your engine can handle, right!?

Flewda
06-27-2006, 09:44 PM
Looks great!

The only things that stood out to me was the ankles (mostly the front perspective) look a bit small/narrow. The grenades also look to be a touch on the small side. Those are the only nit picky things I have.

Great work!

benclark
06-27-2006, 10:28 PM
VERY NICE:thumbsup: I agree about the hands though - a wee bit stubby

I'd love to see the wires. What did you use for creating and applying the normal maps?

requiem2d
06-27-2006, 11:17 PM
Hot damn! Great attention to detail, although he could be dirtied up a little, unless they just shipped him out :)

pandaA
06-27-2006, 11:20 PM
Seebaer : yes it is to demonstrate the quality of the engine, by using big maps an high polycount.

Alchemist101 : I used Zbrush for the dress and bag, I exported my normal map, and for the other détails I used photoshop and normalmap filter plugin from Nvidia to generate normal maps from greyscale paintings and textures. To achive the final look of the dress I blended 3 layers of normal maps.
What about the hands, do you think they are too small?

Flewda : I used references for the grenade, can you explain more please. I already wide the ankle Do you really think it's too narrow? I'll try wider

Requiem2d : Yes I will create a dirt map to make him more dirty, and a map not shaved

chromieKratt
06-29-2006, 07:47 AM
I think the ankles are fine even, he's just wearing baggy pants. It might help you to picture the forearms underneath the sleeves to get the proportions right on the hands. Shrinking them might even fix the appearance of short arms, they look the right length to me, especially in the rear shot.

I like the texturing a lot, very sharp. The high res normalmap really brings out the burlap, you'll definitely lose that if you go down to 1024. One more thing you could try with the face, if the tessalation allows for it, is sinking the eyes deeper into the skull (and maybe lower them on the face too). That'll give him a more defined cheekbone/brow area.

Looks way cool tho :)

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