View Full Version : characters for games
first of all thanks to bobo the seal for setting up a folder for me on his webpage!!
now this first one is a main character in a platformer game. he's from a tribe in another dimension. polycount for the kid is 2352 and the slingshot is 222. total 2574.
wires can be seen here
this next one is the main character in an action rpg. the polycount for the character is 2704 and the sword is 346. total 3050.
wires can be seen here
the last one is wizard character in the same action rpg. the character himself is 2690. the hat and mask together are 512 and the weapon is 264. total 3466.
wires can be seen here.
i did these a while ago but never decided to post them until now.
wow, good job!!! when we will see this texturized?
03-16-2003, 02:08 AM
ahhh spread the joy bo bob.. fine.
unfortunately i don't know when textures will be completed (if at all in the near future). the group of other guys that i'm doing these too side-projects with are extremely busy with work as am I.
plus i'm no texture artist...hell i don't even really consider myself a modeler. i'm an animator first. i just modeled these guys for fun.
oh btw here's just some of the concept work for these models.
03-16-2003, 05:19 AM
oh WOW, those are the best low poly models I've seen in a long time.
Amazing job. What company do you work for?
i'm an animator at ritual entertainment.
the site doesn't work well in netscape based browsers....
03-16-2003, 01:12 PM
Great work, you should reconsider your area
I really see no faults and they all have style.
I like them
03-16-2003, 01:39 PM
Realy right done:thumbsup:
03-16-2003, 03:29 PM
wow these are damn damn cool. I really like the last one... can't wait to see them textured!!!:applause:
thanks everyone i'm glad you like them.
Great work, you should reconsider your area
modeling is fun for me but i get pure enjoyment and love out of making the characters display emotions through movement. to me there is nothing better than that...
well....maybe one thing but animation is right on its heels!!
all credit for the concepts goes to joshua davis one of the concept artists that i'm working with on both projects.
03-16-2003, 11:05 PM
Very nice clean models, especially the male model in the middle. From looking at the concepts I would say that the little girls head is a bit wide, but maybe you want it like that.
I see that on the underside of the wizards? -hat you have many vertices that could be collapsed without affecting the shape.
the kid at the top is actually a young pre-teen boy...
anyway the head is large but we decided to go that way to stylize the character further. in that particular platformer game we're not going for realistic characters so having a big head on some or smaller head on others doesn't matter so long as it fits the style of the game (in my opinion).
Great stuff, and the polycount is impressive, you even managed to get a toe in the kid and it is the lowest of the lot. My fave is a cross between the second two, i love the faces of both of them because of the detail, i am not 100% sure about the narrow waist of the first guy and the big round hat disturbs me on the second (something to do with the amount of tris it must be eating), but that is the design rather than the model and i guess it could be usefull in china ;). great stuff, i hope you update them with a texture
03-17-2003, 05:27 PM
Mr. Zoso these are very sweet. Bobo look out.
The proportions are what sells it for me. They are nicely weighted and just feel "solid" as characters.
Animator my ass.
tpe - thanks for the complimants... i took your advice on the hat and welded the vertices on the bottom of the hat... don't know why i didn't catch that before. :shrug:
is the waist to narrow??
hawkprey: of course animation OF COURSE!!!!
03-17-2003, 10:03 PM
great models man.
just that the middle male guy...
his sword handle is too thin... unless it was meant to be.
and the blade holder is too sharp and thin (as in flat).
don't want him to get hurt by his own sword holder ;) .
and the entire sword holder is at a wrong position and angle
but the guy is cool.
one last opinion: the guy looks like a model for a futuristic game
or something, and the sword looks old fashioned...
maybe it's just me tho :shrug: .
the only real problem was that there was no sword or sheath concepted for this particular character. so i just threw something together entirely on the fly. i agree the hilt is too thin and and so is his sheath.
the sheath i wanted to make like what conan used or the guy from the mark of kri video game. but i didn't spend enough time on it obviously to the point across.
every thing you've said here i agree with..
thanks for the observations.
03-18-2003, 12:08 AM
03-18-2003, 12:33 AM
i've been admiring these for awhile, just took the words out of my mouth . stunning, man. will we see textures soon?
03-18-2003, 08:01 AM
Good Job - props mr animator
thanks once again guys...
unfortunately textures are going to have to come a bit later. i'm swamped at work as are the other guys at their work place..
only time will tell though..
i personally can't wait to see them textured either.
03-20-2003, 03:27 AM
On the wizard, how do you keep the sleeves from intersecting the main body of the character when at rest? I'm also curious as to how your topology would handle bicep and forearm twists.
the sleeves i'll probably just put a bone system in there for them and animate as need be to get them moving and in the position i want them to be in for each pose.
as important as topology is your bone system (rig) for the character ... if i don't set up my rig correctly then he won't bend as the topology suggests.
let me see if i can get something together to show you....
03-22-2003, 08:30 PM
Zoso, nice job dude:beer:
All off'um are great, but I like the first and third char the best...
Can't wait to see them textured, (again) excellent :cool:
03-22-2003, 09:48 PM
Somehow they even remind me of bobo's own stuff, which is a good thing I think :] Great work on the models, I like the main character model the most. Keep them up!
03-23-2003, 03:59 PM
i like it very much.
However, try to set yourself to a polygon limit, and use up your limit. say your limit is 2000, then lower it to 2000 closely, 199X or something.
thanks everyone i appreciate the comments and feedback..
my limit for the kid was 2500 and my limit for the other two models was 3500..
you have to think that when these games are actually finished polycounts like these won't even matter. besides ut2k3 that's already out has a limit of 3000 on there's right now; so, i'm not too worried about any of it.
03-23-2003, 06:50 PM
03-23-2003, 07:06 PM
These models seem to bring about a high level of details compared to their poly-count (but I'm no expert). I'm dying to see what the texture version will look like.:thumbsup:
03-23-2003, 11:36 PM
horrible just horrible
03-24-2003, 10:07 PM
the purpose i say that is because there has a company that i am trying to apply asking me to model and texture a game object to see if i am qualify or not. Their limit is 1500 tris and they put in "bold" that they want me to spend them all.
There has no right or wrong. also if you are doing it for unreal or something, sure that's not going tobe a problem. But i mean if you are going to use it to look for jobs. Companies are looking for those requirements.
nick you sly dog :p
totally understandable what you're saying. 1500 tris is a definate reasonable amount. not all companies look for the same requirements though.....trust me on that one.. ;)
01-14-2006, 04:00 PM
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