PDA

View Full Version : Cherry Berry fruitcake - Low poly character


Chrisguy
05-06-2007, 05:52 PM
Update, the model is complete!
---------------------------------------------------------------------------
http://www.chrisartguy.com/hotlink/cherryberryfruitcake/model/5-20-07/cherryberry.jpg[/url]

I'd like more time to work on this though, maybe someday :/

--------------------------------------------------
Original

Howdy, I have to model a low poly character in order to skip a remedial class :( (thanks to Mindrot for telling me to move this thread, altho this isn't a game character I can see why it goes here ;) )

http://www.chrisartguy.com/hotlink/cherryberryfruitcake/sketches/cherry.jpg

Heres the color sheet, I wish I could do better with the color choices but I'm on a tight deadline here, so I borrowed some color from Xa's characters, this is after all a tribute to XA. ^^ I'll probably add in really subtle bump designs on the suit and the "cloak". (time taken: 2 hours)

http://www.chrisartguy.com/hotlink/cherryberryfruitcake/sketches/berry2.JPG

This character was inspired by a poem my friend told me about, it was cute so I made this char. The style though is inspired by an awesome artist named XA (or [url="http://gueuzav.deviantart.com/"]http://gueuzav.deviantart.com (http://www.chrisartguy.com/hotlink/cherryberryfruitcake/model/5-20-07/cherryberry.jpg))

Here's some of his works:
http://www.chrisartguy.com/hotlink/cherryberryfruitcake/xa/8152608.jpg

http://www.chrisartguy.com/hotlink/cherryberryfruitcake/xa/8016500.jpg

http://www.chrisartguy.com/hotlink/cherryberryfruitcake/xa/8016561.jpg



I have to complete this within a month in order to test out of the class, I'll submit some screenshots starting...now

Chrisguy
05-06-2007, 05:55 PM
Here is a pretty rough stage of the body and hands (time: 3 hours..eheh. I've seen people make better models than this in less than 2 o.o) I want to time myself to see how long it takes for me to complete something low poly. :)


http://www.chrisartguy.com/hotlink/cherryberryfruitcake/model/close.jpg

http://www.chrisartguy.com/hotlink/cherryberryfruitcake/model/hand1.jpg

http://www.chrisartguy.com/hotlink/cherryberryfruitcake/model/wire1.jpg

I guess I have to start with a base first, more screenshots in a couple more hours :)

LoTekK
05-06-2007, 06:11 PM
This is pretty cool, and I'm definitely digging the design, though the model sheet seems to be missing some of the nicer elements of the initial sketches, imho. The boots, most significantly, I think worked much better in the sketches, with the double taper from the knees. I thought the circular bits of trim worked pretty well, too. Slightly more nitpicky would be the collar, which seems to extend lower in the sketches than in the model sheet (in particular the center sketch, which I think works very nicely).

Not too much to crit about the model so far, as it's still very early, but you may want to consider more curvature in the posture (legs and arms especially). I also personally prefer to model the arms pointed down about 45 degrees (bit more natural, less worries about deformation when rigging), but your mileage may vary on that.

AoB
05-06-2007, 06:20 PM
Realy love the design of this character, realy simple and cool, is that a "hood" thats behind her head? if it is it wouldnt stick out like that at the bk, unless theres sum sort of internal ribs thing in there.

Its a good start on the model as LoTeKK mentiond, 1 lil ting i just noticed, she seems to have a mask on, sumting u see on subzero. pull a few verts back to give it a diff shape.

Chrisguy
05-10-2007, 06:12 AM
Hey guys sorry for the late reply, something happened to my operating system and it took a while to fix ^^

LoTekK - Thanks Lotekk ;) ahh I see what you mean with the collar and neck, I'll go fix that and make it lower so the shoulders dont seem so stiff :( As for pointing the arms down 45 degrees I think that would be a great idea but its kind of hard to model if the arms arent completely planar on 1 axis (its very hard for me to model), but I'll try it out, I also added a bit more curvature with the model as you can see on the lower pics.

AoB - Thanks! Actually that's part of her hood, I think I really should get to sketching a back and side profile for the character but I dont have much time with the model :( I also made some more details to the face and added a preview texture.

http://www.chrisartguy.com/hotlink/cherryberryfruitcake/model/5-9-07/regpose.jpg
Body refined, a bit more curvature added ;)

http://www.chrisartguy.com/hotlink/cherryberryfruitcake/model/5-9-07/face.jpg
Wireframe head, added more detail :)

http://www.chrisartguy.com/hotlink/cherryberryfruitcake/model/5-9-07/facetext.jpg
ughh...god awful, but this tells me how the model with textures is going to look. I'm terribly inexperienced with low poly character modeling. :(

time: 4 hours
Total: 9 hours

LoTekK
05-10-2007, 06:37 AM
I definitely know what you mean about modelling non-axis-aligned things. One thing you can do is to make an instanced copy of the arms, and keep those axis-aligned. That way you get the best of both worlds, by working on the instance with realtime updates on the original.

Texture-wise, one thing that may help is to keep the material mostly self-illuminated (say, 80%), since this will be better representative of the in-game shots in a lot of cases (especially past-gen/currentish-gen) models based on per-vertex lighting (as opposed to per-pixel).

Also, take a look at AndyH (http://andyh.cgsociety.org/gallery/244496/)'s game models, since he has one hell of a knack for cel-shaded style characters, both in the modelling and texturing aspects.

Good luck!

Chrisguy
05-10-2007, 09:20 AM
Hey Lotekk, I love Andrew's work and his models look awesome! I've downloaded his work for reference. ;) btw I tried the advice you gave me on arm instancing, but it was just working on that portion was a bit tedious so instead I took your previous advice and rotated the arms a bit ;) I guess it isnt so hard to work on.

I also changed the self-illumination to 80% (which is a GREAT idea), it looks cel shaded (I could also paint in some shadows once I get to detailing :

http://chrisartguy.com/hotlink/cherryberryfruitcake/model/5-10-07/render2.jpg

http://chrisartguy.com/hotlink/cherryberryfruitcake/model/5-10-07/render3.jpg

Wireframe:
http://chrisartguy.com/hotlink/cherryberryfruitcake/model/5-10-07/34wire.jpg

http://chrisartguy.com/hotlink/cherryberryfruitcake/model/5-10-07/34wireback.jpg
I modeled the clothing seperately, even though this is a low poly model I'll weld together the clothing in order to reduce the polycount (I should just get into the habit of modeling from one object altogether :)

I'll do some major detail refinements once I get done changing and shaping the model ;)

Time: 3 hours
Total: 12 hours
polycount: 3380 polygons <-uh oh

Say, whats the average polycount of today's game character, like Legend of Zelda Twilight princes, Xenosaga or any anime games? :D

wakkamis
05-10-2007, 03:19 PM
In Legend of Zelda Twilight princes it looked like the highest models got near 7k polys, and the lowest were near to 500 polys. On average most of the models ranged from 3-5k.

I read this in some other forum where someone posted the model pack for Twilight princes and people were writing about it. I dont recall the site of hand however. Nice and vague huh?

Anyway, sweet model Chris! I look forward to seeing more!

Chrisguy
05-15-2007, 07:28 AM
wakkamis - Ahh icic, now I'm tempted to go and find them :D

Heres the model changed and textured a bit more:
http://chrisartguy.com/hotlink/cherryberryfruitcake/model/5-15-07/face1.jpg

http://chrisartguy.com/hotlink/cherryberryfruitcake/model/5-15-07/face2.jpg

http://chrisartguy.com/hotlink/cherryberryfruitcake/model/5-15-07/back1.jpg

I'm on an incredibly tight deadline to finish this and do a walking animation :( I want to do more work on it but hopefully I could do all that later on my free time :)

Time: 4 hours and 15 minutes
Total: 16 Hours and 15 minutes
Polycount: 3012 (hah, went down around 300 polygons ;) )

Again, I'm terribly experienced with low poly modeling, most of the hours spent on this was just experimentation, hopefully I'll get faster to the point where low poly is second nature. ;)

urgaffel
05-15-2007, 09:21 AM
Good job but the texture on the body is a bit over-worked now if I may say so. The original concept was a bit cleaner and easier to read. Also, the face could have used a bit higher resolution texture since the eyes are a liiiittle bit blurry in the close up but that also depends on how close you'd see it in a hypothetical game, it looks fine from a distance. Lastly, the feet could have used a few more segments to round out the toes, they are a bit boxy now. Still, it's a nice piece of work all in all.

switchblade327
05-15-2007, 10:34 PM
Agreed on the feet and I think the whole boot could use a little more form if not resolution. Right now the boots are really straight down where a bit more curve and bulge near the lower calves would make them look baggier and heavier. It'd also help make the model look less low poly. Her legs also seem a little long in proportion to her body though it looks fine on the model sheet.

I'd also say that at 3000 polygons, you need some kind of facial animation though if it's just for a test then an animated texture (a blink) should be fine.

I'd also suggest that if they're not paying attention to your bone count (which is something usually only coders and their victims think about) then a second bone shooting off at her elbows for those big sleeves could add some nice secondary motion to your walk.

I love the character's name :D

Chrisguy
05-16-2007, 02:51 AM
Ahh hehe, that sounds pretty good actualy (secondary motion), alright I've curved out the shoe a bit and shortened her legs just a bit, I also added some extra polygons for the stockings, I'll be rigging this model tonight. :)

Chrisguy
05-29-2007, 04:37 AM
Alright, I guess I'm done with the model, I had to turn it into class but I haven't recieved a response from my instructor, bah:

I might just come back to work on this again one day ^^
http://www.chrisartguy.com/hotlink/cherryberryfruitcake/model/5-20-07/cherryberry.jpg

Here is the bone setup:

http://www.chrisartguy.com/hotlink/cherryberryfruitcake/model/5-16-07/bones.jpg

And viewport:

http://www.chrisartguy.com/hotlink/cherryberryfruitcake/model/5-16-07/viewgrab.jpg

Duranium
05-29-2007, 05:04 PM
great sketches and great model too! I want to create some models in that style, but i still need some practice... keep on doing it!

CGTalk Moderation
05-29-2007, 05:04 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.