PDA

View Full Version : Character: Female: Sci-Fi: "Hera"


Berserker
06-04-2003, 10:48 AM
Hi!

I'm finishing up my demo reel now, so I thought I'd show you a little poster of my main character, "Hera". She’s a hotheaded heavy artillery type of girl, in a "post-apocalyptic" world.
Interesting note: She’s built like a game model (although too high res for any real-time games) so she’s all one merged polygonal object. Her UVs have been laid out in one huge map keeping with the game model theme. :rolleyes: It's nice to have a total of only 4MB in image maps, and only a few more MBs of geometry in her scene folder... makes moving the scene around the network a breeze, heheh.

http://vfs.com/~peterhogan/hera-poster.jpg

http://vfs.com/~peterhogan/hera-poster1.jpg

(oops, spelled the image url wrong the first time ;) )

danne82
06-04-2003, 10:53 AM
can´t view the image, get some sort of error :shrug:

Kel Solaar
06-04-2003, 11:02 AM
Interesting mesh beetween the high res and the lowpoly. What is the polycount? The armor is well designed Great Job Berserker!:buttrock: :buttrock:

Berserker
06-04-2003, 11:09 AM
Thanks Kel Solaar, thats what I love about CG talk, its almost 4 am here, yet I can still get a reply within minutes of posting!

The model is 38,570 faces. This of course, includes details such as eyelashs, clasps and buckles... without all those little details, the basic mesh is around 10,000 polys.

While I'm into the stats...

The color and spec maps are 2048x2048, the bump is 1024x1024, and the transperency and relfection are 512x512. I used .jpg compression to get such a low file size. For extreme close ups I might use a lossless compression, but so far I havent had any problems.

Cheers
:buttrock:

typeA
06-04-2003, 12:23 PM
doa pushed around 30k so its not to far from some real time app.nice presentation:thumbsup:

Berserker
06-04-2003, 04:04 PM
Woa, 30k polys eh!? I was thinking game models max out around 5- 10k polys...
Technology marches on I guess :surprised

Titan
06-04-2003, 04:48 PM
nice character man...good job on the moody, painterly style of the textures...!

ed209
06-04-2003, 04:56 PM
Great character. I like the uniform.

Keith Young
06-04-2003, 07:15 PM
Beautiful work!:buttrock: Nicely proportioned, attractive face, love the clothing and particularly like the render/composition style.

Berserker
06-04-2003, 07:49 PM
Thanks for the possitive comments!
I really like the way the rendering/compositing came together too :p ... now I want to animate it... kinda like old film or something, flickering slightly...

Frank Dodd
06-04-2003, 10:02 PM
Terrific work on the model and the body suit, excellent material on that. The only thing that looks a bit odd to me in the upturned hand in the second picture. Other than that, very nice indeed!

AshodT
06-04-2003, 11:12 PM
sooo cooool!!

5 stars friend,really inspiring work :beer:

Vladvrz
06-05-2003, 11:26 AM
That looks good.An animation with old look of old films is good idea.Nice character,maybe for PS3?:thumbsup:

Berserker
06-06-2003, 05:06 AM
Thanks AshodT :beer:

Frank Dodd: yeah, after looking at it again, i agree the hand looks odd, and i've changed it. (A very short animation im working on will have it fixed.)

Vladvrz: ...or maybe a Geforce 6, heheh!


This is the color map at half resolution, with the UVs overlayed:
http://vfs.com/~peterhogan/Hera-uv.jpg


...back to work now :scream:

GrooVn
06-06-2003, 08:09 AM
post apocalyptic? that's a really original idea. She looks good. May I suggest building her a jeep, and maybe have a gieger type alien chase her? that would be cool.

good work catman.

OZ
06-06-2003, 08:25 AM
Ur work rox!:thumbsup:

Berserker
06-06-2003, 08:27 AM
Thats a fantastic idea Mr. GroovN!! .... I just happen to have both a military vehicle AND a Giger inspired alien!! :twisted:

It's all comming soon to a thread near you....


(ok, that was lame)

victor throe
06-06-2003, 08:28 AM
i shudder when i hear the words

post apocolyptic

is that the best the games industry can come up with

nice model though

Volcandro
06-06-2003, 08:44 AM
Too hot baby !!! Great modelling and super textures.
After a job like that, it's time to drink a good beer ;)

Hickory
06-06-2003, 08:58 AM
Your my UV mapping god. Got a few quick tips or quick workflow for getting them that nice? Any special tools? Most impressive.

Berserker
06-06-2003, 10:24 AM
This has been the easiest model to unwrap, and was easily done over the weekend.

I use XSI, so I'm not sure if my workflow will apply to other apps... but here are the basics:

Modeling for unwrapping:
When I merged all the objects together to make the character, I deleted a row of polygons around each part. For example, the hands were part of the model, but the polygons were not actually connected to the forearms. So in the UV editor I could use "island select" to easily select each part and give it it's own sub projection. (The only problem with this method, is when weighting you must make sure the points between the joints have similar weighting, otherwise in extreme poses the model opens up.)

Preparation:
First I gave the entire object a planer projection, so in the UV editor, the whole character was laid out like I was looking at it from the front. This is just to make it easier to see what all those UV lines really are. Then I gave the object a checkerboard texture, so I could see where it was stretching right in the 3D view port. I recommend coloring the checkers too, that way you can not only check for stretching, but seams and polygon coverage as well.

The actual unwrap:
To save time, since things like the clasps will never be seen from underneath, I gave them planar projections by planar sub projection->best fit. When I was modeling I made sure to add seams into the geometry, so that I could separate the UVs even more, and not have to worry about matching them up. For example, the chest armor is simply two planar projections, one for the front, and one for the back. With a deep dark seam running between them, there’s no need to keep the UVs together. At this point, I was just making sure every polygon was visible, but not necessarily proportional. I used the proportional tool on a very low radius, like 0.001 to 0.01. That way, I could move points around without having to tag them first. Just use the "M" key, and move them around. Also, make sure you don’t have vertex bleeding on, otherwise the edges of your UV islands will be seriously messed up. After I had gone through the whole model (the clasps were tedious) I exported it to DeepUV (the free demo) just so I could use their "pack all" feature. Make sure “equal areas” is on in the packing options, as this makes sure the area of the UV "islands" are relative to each other. I also used "relax UVs" on a couple of parts, cause they were a bit tricky. There are a few other neat functions too, but those are the only ones I use. Then I brought it back into XSI, scaled up a few islands (like the face, because it will be seen close up, thus needing more detail), and rearranged everything approximately to where they were are on the model so it would be easier to paint the texture.

The best advice I could give is to model your seams! Of course, if she were naked, then I would approach this differently. I would probably resort to multiple image projections, and blend between the layers with gradients in their alpha channels… It’s a bit of work, but, ahh, getting everything into one map is just worth the piece of mind, trust me!
:p


Hmm, this is the kind of thing that’s best shown, rather than told. But maybe somebody will get something out of my ramblings, heheh.

davids
06-06-2003, 12:18 PM
hey Berserker .. first off .. great work!:thumbsup: I was looking at the stuff on your ftp the vechile and set look great! i wish my reel game out that good.. im from 3d37 by the way. what kind of background do you have? Mostly traditional art or 3d too? I have a few more questions.. but I'll send you an email.:beer:

Onno
06-06-2003, 12:53 PM
Awesome model + texture.

A bit Avalon'ish, if you have seen that movie, and that is a good thing: it's one of the most beautiful movies I have ever seen.

Berserker
06-06-2003, 06:20 PM
Onno: oh ya! I HAVE seen that movie! (Well, most of it.) Yes, I'll take that as a compliment ;)

Davids: Hmm, not much background...I took art in high school, and art history in college, heheh... I used Cinema 4D to learn 3D before I came to VFS, but I never really tried modeling until using XSI.

Hickory
06-07-2003, 02:36 AM
Dude, that made perfect sense. I use Maya and know Xsi a bit, but enough to be able to decipher it into Maya terms. I never really thought about incorporating seems to aid in UV mapping. Good idea on making the model a bunch of separate pieces.

After UV mapping her, could you then connect all the parts or would that destroy the UV mapping?

Thanks for your time and the explanation. It helped alot.

hickory 2.5

Matt
06-07-2003, 03:06 AM
Great looking UVW.

Berserker
06-07-2003, 03:26 AM
I >could< connect the peices again, but it would be a nightmare untagling the UVs between them :banghead: I found it easier to just deal with the weighting issues.

i dont use maya, but i was talking to someone that does, and he said if i kept everything as seperate objects, there was a command to merge them together, and have all the UVs under one projection. Then i suppose, all you'd have to do is arrange the UVs. Sorry, i dont remember what it was called, but its in there somewhere. I've read XSI 3.5 will have somthing similar.

valiu
06-07-2003, 06:56 AM
i like womans...and this is a good one
good good work....
if it is posible....enlarge the brests a little....so she will be more sexy
the sexy things are not to be eluded on a female warrior

CGTalk Moderation
01-15-2006, 08:00 AM
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.