View Full Version : Character Warrior/traveler WIP

07-22-2007, 07:04 PM

I am building an action/RPG character for my portfolio and I will post its progress here. Feel free to critic or comment on anything I post. I am making a next-gen character so anatomy and materials have to be nailed.

I am aiming 6k-7k triangle for the character and 1k for the weapon. 2 x 2048 textures

Here's the concept and what I have atm:





07-22-2007, 10:23 PM
Looking good so far. Are you going to be normal mapping him?

07-22-2007, 11:52 PM
yes, ill do a zbrush pass. I usually start with the head, to set the character's personnality, then I do all the hard surfaces parts in max and detail them in zbrush. Once these things are done, I can start modeling the fabrics and detail them with folds and texture.

07-23-2007, 04:27 AM
Wow this is really looking good. I really like the concept and the base model is looking like it 's going to be an awesome model. I can't wait to see more.

07-26-2007, 06:29 AM
thx captblack!!

small update :

after tweaking the edge flow on the low res head, I imported it in zb3 and began the head prototype phase from the concept. I tried keeping the major traits of the concept. After looking at head 1 I thought it lacked character a bit so I messed around with the tweak brush and I came up with a head 2 option.

head 1:

head 2:

after checking both heads on the body, im leaning more towards head 2.

07-27-2007, 12:29 AM
I like the first head to be honest. The second one borders on alien/human hybrid because of the topology in between the cheek and the nose. The first one seems more realistic as well as more representative of the type of person that would be in that outfit.

The second one seems like he would be 45-50 years old, while the first appears 30-40 years old.

07-27-2007, 02:46 AM
Sentientv2 :thx for commenting, i asked my coworkers on what head is better and they all share your opinion. I want the character to have a hero like face, so that we get the feeling of charisma, wisdom, strength when we look at him. Since he is a hero, he must definately be a character you would get attached to, which isnt the case of head # 1 or head #2 right now. But you are right, after taking a second look on it, I feel head #1 is close to what I need.. on to some tweaking...

07-27-2007, 04:46 AM
ok so here is the head at its current state. What do you think about what personality this face projects? What could be tweaked, pushed further? more wrinkles?


07-27-2007, 05:23 AM
Nice concept. the curent head looks cool, and in line with the concept; except maybe for his brow. i think it should be a little higher so that his eye brows are not so close to his eyes. Maybe a wrinkle or two on his forhead.

I would like to see your model sheet, with the front and side views you used to model the character. Looking forward to seeing more.

07-28-2007, 02:22 PM
ty Orast for your tip!! I uppered the brow a bit and tweaked the eye region and its a lot better.

here's a wip:

07-29-2007, 10:04 PM
For the low res mesh, I didnt use a front and left reference, I usually build a typical proportionned human model then build the props over it and tweak the proportions so that when I look at the model in the same angle as the concept, it respects the concepts proportions.

here's an update of differents elements:

(since hes a traveler, I needed to change the boots a bit because he would get bad injuries by walking with metal boots all the time.)









07-30-2007, 05:10 AM
there all pieces are stiched. still a couple of element to tweak and need to be zbrushed.


08-07-2007, 02:59 AM
a small update; hi res is almost done. Ill need to tweak the base mesh a bit and then unwrap it. It ll be time for Normal maps at that point... any suggestions, crits?


a new pass on the pants :


08-13-2007, 06:34 AM
yay update : base mesh is done and normal mapped.

Here is the model with a basic diffuse + a small spec from max (no spec mask yet)

still a lot to do but at least it is what I consider the fun part now :)


08-16-2007, 06:08 AM
a small update: still lots to do and more sleep to catch up..


08-16-2007, 05:32 PM
Wizo, The texture looks like it is coming along fairly well. I think overall the actual model could use some tweaks & changes to get it to vibing closer to the concept.

His Face: Is looking really Generic right now. In the concept he seems to display a type of nomadic, traveler, wise, older (40yrs) hard living type of expression and personality. Reference a 40yr old mans face and you will see that you should define the Nasolabial Furrow fold which is the arch located inbetween the mouth and the cheek, it becomes easily visible in characters in their 40's. I would also define and inlarge the Orbicularis oculi which is the fatty section beneath the eye. I feel like these things are just a couple major things that will give the face character and give it some originality.

His body: looks like it needs to be more defined. In the concept he looks like hes really cut and muscular which makes since for him to be able to hold up all of that armor.

Overall: I know that you have already begun the texture process and I wish I could have commented earlier but I don't think its too late to go back and make the needed to changes to the model that will give it more solidity, character, style, and originality.

Hope this helps.


08-16-2007, 08:18 PM
hey Mindtraveler, thx for the great crits!!! Its very appreciated. I also think it isnt too late to make those changes and it ll surely make a better model in the end.

Keep the crits coming guys!! :D

08-18-2007, 07:30 PM

still a lot of detailing to do... I took the advice I was given and changed some aspects of the face in zbrush, it might not show for now, that might be because i need to do some tweaking in the spec map.

If anyone happens to know a bit about Roboblitz or unreal 3.0 (materials and rendering) I need some help creating the eyeball setup and skin shaders for the U3 engine.


08-20-2007, 05:20 AM
Worked the Diffuse and spec mask a lot on the weekend, I'll be making the hair soon *GULP*



hmm hard shadows.
models is @ 8222 tris atm.

still wondering...Anyone knows how I can apply/fake SSS in Unreal 3.0 or how to make eyeball?

Is it just a sphere with texture or do I have to model multiple part of the eye with different specs to create the same eye effect like in gears of war?

08-21-2007, 06:53 AM
another update,

Of course crits are always welcome, I need to push this as far as possible.


Ill be attacking the weapon next.
any design suggestions/refs would be helpful

08-22-2007, 02:00 PM
I really can't find any worth while crits, I would have thought a traveller would have more packs and satchels of sorts, maybe you're doing these as extra objects, but otherwise it's great.

Good proportions, great balanced colour scheme, great work.


08-25-2007, 06:42 AM
excellent job, look just like the concept


08-26-2007, 12:41 AM
Looks pretty slick, love the texturing you've done on it. You showing off the maps soon?

08-27-2007, 05:08 AM
Chillipunk: Thanks :D ! I still have some space left in my UV's so I might add another type of bag.

dpizzle: Thanks man!

Vigrond: Thx!! yup, here they are with a bonus of a few images. Still have some tweaks on the skinning to do.


polycount includes the weapon and weapon case




default light pic:

08-28-2007, 02:51 AM
Good work indeed. I just have two things to add ;)

I think that part of a jacket under the belt in reality would be more worn and dark because of constant friction. Darkening that zone would also make the belt appear more tight to jacket surface.

Second, belt ends seem to be just monolite. Now they look like security those of security belt in a jet. However, as far as I know, in middle ages (or somehting around that :) ) most used belt ends were of this kind : http://www.spiderchain.com/images/misc/findings/belt_end.jpg

But in general u got a great character :cool: Congrats!

09-01-2007, 05:12 AM
Thanks Deryk! Great crits. I would have liked to spend more time making sure the all parts in the concept are coherent, maybe next character :D

Ok here are the front and back images


I thought you guys might like a turnaround ( 800 kb ), I hope I choose the right encoding.


I hope you like it. :)

09-01-2007, 05:39 AM
This turned out really well but got a few crits. First off love the concept art :thumbsup: and I think that's why I feel the 3D representation of it isn't up to par (yet).

- I believe it's because the character feels too short, his head is much bigger than in the concept

-The armor on his forearms also seems quite bulky and not as refined as in the concept

- I also really dug the way the thigh armor and pants tie together in the concept, I like the length of the crouch area and the flow of the wrinkles. The jean look you did in the 3D version just doesn't seem fitting

- the thigh armor hanging off in the 3D version also seems tacked on, and I would lose the leg straps. Right now he looks like more of an explorer than a hardened warrior

- The harness around his shoulder is also much too big in comparison (look at the buckle especially)

There's other stuff, but that's enough for now. All in all he's coming along well, I just feel that if you really push the 3D version more, you'll have a very dynamic character on your hands.

Good luck!


09-03-2007, 08:54 PM
If anyone happens to know a bit about Roboblitz or unreal 3.0 (materials and rendering) I need some help creating the eyeball setup and skin shaders for the U3 engine.

I tired out a bit of roboblitz editor and wiki site helped me fairly good:

unfortunately, there is far not enough of documentation, but the basics mentioned on wiki may enable u to import ur character as a static mesh, set up a shader for him and put into a level space to be able to run around him.

09-03-2007, 10:21 PM
Looks good wizo. Reminds me a bit of a slightly more modern Prince of Persia type character.


09-03-2007, 10:53 PM
oops double post.

09-03-2007, 10:54 PM
lildragon - Hey, thanks for those pointers, I took some of them in consideration to improve the model. For now, im quite done working on him, but ill surly translate your advice onto futur models.

Deryk , thx for looking that out for me. Ive found out on some forum that you need to export an object with a multisub texture assinged to it in order to have different elements in UE3. Only thing missing now is gettin rid of the Robomodel and have a free camera view to select the point of view. In other words I need to know how people render their realtime models into UE3. Ill keep you updated If I figure it out or keep me updated if you do :) .

MindRot - Thx! I was very inspired by PoP and Assassin's creed, I love their character designs.

another screen - front view - default light


09-04-2007, 02:28 AM
when i looked at this i cant see any modeling errors just!

the thing with this character wich for me makes it unappealing is the color choices and the light hes struck with.

If you see stuff from POP or assasins creed they use alot more Brighter colors = pretty.

this does look like your generic "Two world" "oblivion" model tho
if thats what your going for i completley understand.

But IMO i dont like stuff that looks to generic plus you have som samurai action on your fellow dont make him look like a bum then.

try giving him some more highligted colors to contrast with.

thas all i guess.

take it or leave it

or you can always just make some better lighting work on your shots.

09-04-2007, 09:31 AM
Great model and to add to what was mentioned earlier, just upping the saturation and contrast will help it pop a bit. Also, the colourscheme doesn't look that great in my opinion, the purple pants doesn't really do it for me ;)

10-29-2007, 03:37 PM
Btw, I just recently saw this tutorial, I thought it might be of some sue for u since u were asking about importing ur character into UE3 or RoboBlitz:


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