View Full Version : Arion "In the horizon" - next gen game character, Reko Pyyppönen (3D)
Pixelbear 07-13-2007, 06:34 PM http://features.cgsociety.org/gallerycrits/258961/258961_1184351642_medium.jpg (http://features.cgsociety.org/gallerycrits/258961/258961_1184351642_large.jpg)
Title: Arion "In the horizon" - next gen game character
Name: Reko Pyyppönen
Country: Finland
Software:
Arion, wandering adventurer in a world where one must be prepared on his journies. A low polygon next gen game character! Modeled in Maya, detailed in ZBrush, textures in Photoshop and final lowpoly in Max. Compiled and rendered in Max. Tons of work, hours and love was poured into this character at every stage from concept to highpoly and lowpoly. Made as part of my graduation project. Hope you like him as much as I loved working on him! Crits are most welcome, job offers even more *wink* ;)
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tyjotr
07-13-2007, 11:34 PM
:o :o :o
This is simply amazing quality work, if only we had you on the art team at GP.
Ah well, prehaps if i bug you enough you will join. (hehe)
anyway, awesome work, can we see a wire?
shkumbinferizi
07-13-2007, 11:55 PM
kickin work u got right there man, keep it up
guitarmunkee
07-14-2007, 12:08 AM
Wow, thats good stuff. Maybe a shot of the face and upper body? Nice work! 4 stars.
Silverwing
07-14-2007, 12:48 AM
Wow absolutely stunning... I love your work!
Keep it up! 4*
Wurich
07-14-2007, 08:02 AM
Great job! :thumbsup: wow details
5 stars!
OLD-BOY
07-14-2007, 08:29 AM
Good work. Nice chunky details. Would like to see more angles of him.
steve
Pixelbear
07-14-2007, 01:56 PM
Thank you everyone for the kind words, I'm really glad to know I did not work for nothing :)! Here are some additional shots from him! Hopefully the size is not too big, not a big fan of small res pictures :P
Front view :
http://www.mosaiikki.net/gradproj/frontshot.jpg
Back view : (for some reason I really like this angle, always imagined him in some cinematic when I see it :D! *wish*)
http://www.mosaiikki.net/gradproj/backshot.jpg
And wire/grey :
http://www.mosaiikki.net/gradproj/grey.jpg
Some additional info on him!
aprox. 16.000 TRI
2xDifuse,Normal,Specular 2048x2048
1xDifuse for the hair 512x512
Maya : Blockout + Highpoly
ZBrush : Detail pass
Max : Final Lowpoly + Assembly
Photoshop : Textures
Rig (biped+custom rig) + Rendering in Max
When I look at the work now, my own crit/observations are:
- Polyflow could (always) be better at places. Some were used to merely pull out better quality normal maps because I was unsure on the whole process when I started working on him.
- Wish I could have spent 2 more days on textures :P some of the stuff might not read on the screen but I know that it's there gah! :D
- Some of the detail could have been formed better (again, such a huge learning curve when it came to normal maps)
- Hair could be better (mad props to the guys working on FF hair :P) and realised later on that with normal mapping the hair would have given me better results.
And some other stuff too. Overall this character was a HUGE learning curve for me, first time highpoly of this kind, lowpoly of a full character, first time working on zbrush, normal mapping techniques first time and so forth. Tons of "RD" ;D and even more coffee :P
banda
07-14-2007, 03:59 PM
awsome stuff! ... i like the pov on the first image:thumbsup:
Elleb
07-15-2007, 08:14 AM
that looks really cool, the clarity and the details you went into are mind boggling. really good job. this is impressive.
pigglet
07-15-2007, 12:55 PM
Fantastic job! Very artistic and excelent technics. You are my new hero! :thumbsup:
Pixelbear
07-15-2007, 02:06 PM
Thanks again! I really loved working on him, glad that you like it! I wish I had a few more days on the textures to really beef them up and add more details (ie. the strap work on the pouches) but theres always the next one!
This was the original concept paint I started with. A lot of fine details etc. stuff was changed during the process but overall I think that I managed to keep the feel of the character.
http://www.mosaiikki.net/gradproj/concept.jpg
Vexona
07-16-2007, 07:12 AM
I think those renders you just added, that show the guys head, are so mcuh better then the other one! awesome work on this. 4 stars!
Paul-M
07-16-2007, 08:05 AM
brilliant work! :thumbsup:
5stars:buttrock:
could you show maps? :rolleyes:
GI-JOe2k
07-16-2007, 08:35 AM
just great...5 stars
Pixelbear
07-16-2007, 08:57 AM
Thanks guys! (and girls if you are :D) Didnt hope to get such good reviews for my first submit! Even though I worked hard on it, it's great to see other people dig it too! Cheers!
Vexona : Thanks! Yeah for overall displaying the character you are right. Was not really sure if I should go for more dynamic angle for better "piece" or more straight froward angle to display all the work more clearly. That's why I did some additional renders!
Paul-M : Sure! I'm at school right now setteling out stuff but I'll post some maps when I get home later on!
Neox3d
07-16-2007, 10:39 AM
very nice details on the model, but a prespective would've also worked better, may be ina good fighting stance
Pixelbear
07-17-2007, 05:35 AM
Small preview of some of the maps as requested. Sorry no full size images of these :P
http://www.mosaiikki.net/gradproj/mapprev.jpg
Paul-M
07-17-2007, 07:14 AM
thanx! :scream:
did you used zbrush3 and normal map form displacement?:)
stylize
07-17-2007, 09:02 AM
This is really cool stuff man... Great job! :D
Pixelbear
07-17-2007, 10:04 AM
Thanks! I used some different techniques to pull off the final solutions. A lot I baked with 3Dsmax and some I used z2 and zmapper. Then compiled everything in photoshop and the rest I did manually and/or nvidia normal mapper or a software called crazy bump. The overall workflow went kind of like how I already told. Maya (block/initial highpoly)-> z3/2(rest of the details, folds, cracks etc.) -> max(final lowpoly and assembly) -> photoshop(textures).
katzeimsack
07-17-2007, 11:50 AM
looks good, but your specs are deffinately too high for a realtime model!
Even U3 only use 7000-10000 polygons(tris) and ONE 2048 map.
Pixelbear
07-17-2007, 12:06 PM
looks good, but your specs are deffinately too high for a realtime model!
Even U3 only use 7000-10000 polygons(tris) and ONE 2048 map.
Hi! Basically I kind of like followed the specs of Gears Of War which uses 10-15k tri(15k tri on Marcus) and 2x2048 maps which later on would be optimzed for LOD. I used one more 512 for the hair but basically it is not character dependent map so it could be utilized on other characters and hairstyles as well. Obviously specs like these are totally production dependent and with the next generation of consoles just came out it will take time before we see how much they can really be pushed.
But deffinitely not MMO model I agree ;)
3dcga
07-18-2007, 02:41 AM
Hey Reko! Really impressive I must say, coming from a 3dsense grad. I myself being one of them :P
Btw, the concept looks a lot like Vash from trigun Hehe. But great work nonetheless.
All the best in your job hunt dude. :D
Pixelbear
07-18-2007, 03:48 AM
Hey Reko! Really impressive I must say, coming from a 3dsense grad. I myself being one of them :P
Btw, the concept looks a lot like Vash from trigun Hehe. But great work nonetheless.
All the best in your job hunt dude. :D
Heya :D World is a small place, must go where nose points :P
Hehe haven't seen Trigun myself actually but have to admit the influence by the art direction of similar stuff.
Thanks, hopefully something hits sooner or later!
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