View Full Version : Game Icons - Character - Hirigashi
06-09-2003, 04:57 AM
Sorry, im late everyone. Been a busy weekend. Hopefully, I can still join in on the fun.
Here's my character sketch done by my friend and co-worker Grant Chang . He helped me on the concept drawing, I knew what I wanted, I just couldn't draw it :(.
This was my feeble attempt at just the head.
I needed help bad!
I wanted the character to be part of the winged world. the game would be a side scroll beat-em up, with bird like creatures. The character would have unique weapons and use different attacks for various stages.........oops im rambling, i'll post the head pic tomorow. nite
06-09-2003, 06:48 PM
head wip. comments welcome :)
currently its 598 faces consisting of tri's and quads. Will be converted into tri's after head is completed.
How would anyone suggest doing the eyes., shall I make it part of the unwrap at the end, or make it separate?
06-09-2003, 07:49 PM
another update with some poly-tuning. and I added a poly tail in the back. he needed something.
06-10-2003, 02:49 AM
doesn't anyone have any comments? or is my character that boring. lol
06-10-2003, 06:36 AM
Its a good character concept I would stick a little closer to the concept art your buddy did for you. Make the bill a bit wider and round it a bit .
06-10-2003, 03:05 PM
I think the thing that made the concept art funny was the proportions: head & body equal size! What kind of ninja is he going to be?!?!
A pretty darn funny one.
Well, I guess the model you've got going now looks pretty amusing. :) He looks like he'd be more of a clumsy ninja, than just a silly ball of knives like the concept.
Either way, if you push it he'll be good for some laughs!
Don't forget the sash around his waist. That'll help define his movement since the rest of him is all one color!
06-10-2003, 07:43 PM
Stygian: Thx for your idea, I indeed made the mouth larger in the front, definately made him cooler looking :)
SpaceJASE: I wanted the duck character to be memorable, especially with kids. I like the idea of being clumsy. After I've modeled the sash, the weapons.
I also wanted to add a tail, maybe something bushy like conker's tail from the N64 game. I made the legs more stumpy and reduced the arms to fit the body better. Im starting the sash today. then comes weapons and maybe some teeth. Then texturing and binding for posing.
I will post an update later tonight.
Thx for all your comments, its really helpful getting feedback :)
06-10-2003, 07:46 PM
btw, where in upstate r u SpaceJASE? I was in grew up in rochester. I tried finding a animation job around the upstate NY area, but no one was hiring. I wanted to work at Vicarious Visions.
06-11-2003, 04:58 AM
He looks better a little "stumpier" as you say. He has kid proportions, so I think kids will relate to him without knowing it!
And everyone will think he's funny!
BTW That's funny, dude. I work at Vicarious. :)
Where are you now?
06-11-2003, 02:39 PM
Wow, no way. What's your job at VV? I moved to NC, been here 4 months. Its very humid down here at the momemnt, not like upstate weather, where its cold and hot in a matter of hours. I'm working on a military contract doing 3D & photoshop stuff ;). I Still want to make games for a living, but its just going to take a little longer to get there ;).
06-11-2003, 03:13 PM
I'm working on the GBA end of things here, a lot of 2D and some 3D, so making a low-poly model for an engine like Unreal or Quake is something new to me. (I didn't get to work on Tony Hawk GBA)
Yeah - it's humid down there! I went to SCAD in Georgia for a couple years. Man, if it wasn't for the breeze off the ocean I would've died!
06-16-2003, 09:51 PM
Been very busy at work :(
added sash,eye brows,teeth, touched up body, added default texture to show where eye's are located.
model sai's, unwrap and texture.
comments are always welcome :applause:
06-20-2003, 03:43 PM
finished uv map. working on texturing at work, and rigging character at home. Its going to be a busy next couple of weeks. :surprised
06-26-2003, 05:15 PM
Just texturing. WIP pictures. Texturing is my worse ability as a 3d artist. Anyone have suggestions on how to make it better, i want to listen!
Please leave some feedback. I seem to get very little:shrug:
06-27-2003, 12:08 AM
is his head gonna be wearing a hood ? or is it going to be feathered with a ponytail ? if feathered I would paint them in try to avoid just using solid colors ... I suck at texturing too.
06-29-2003, 12:04 AM
Saturday afternoon update. Its very muggy here in Jacksonville, good to stay in an texture. Working on texturing, man do i need a texturing class. lol. Changed the head back to a black color and added feathers on the skin layer. just texturing like crazy.
Please leave some comments :)
wow he looks like a full blown psycho! nice work ;)
06-30-2003, 06:50 PM
Hehe, like i said before, love the sais :).
Can't wait to see the scene you put him in ;). Now that they got my registration fixed hopefully I can come up with something this week for my entr, deadline is gonna be tight :shrug:
07-02-2003, 07:33 PM
Thx Digital Ninja & Buck, for the comments :)
texturing can be so frustrating sometime, ila_solomon makes it look easy :(. After struggling, I decided to go back to Zelda for GC. While playing, I thought to myself. If the character is for real-time, he must be able to show expressions.
so, in the tradition of game characters, I started to create facial expressions for my character. Here's my current progress, im shooting for about 15 expressions.
The poly count will still remains the same: 3352 polys
If anyone has any good ideas, or comments, im all ears :)
edit: the eye's have a transparncy map on them, so the polys won't be rendered. incase anyone was asking.
07-02-2003, 08:10 PM
Thats sweet Hir, if I have time I gotta do the same with my guy definatley. Maybe since he is sorta a ninja anime-ish duck you can give him some crazy anime like expressions, like pupils (X X) or (- -) and like little sweat, ?, and ! insiginias on certian expressions like the soldiers in metal gear.
Just a thought if you are struggling for 15.
-DN:surprised <-- ( this ones is a cool expression as well hehe )
Facial expression! it's nice to see you are taking so much effort into this. :thumbsup: I really hope I will have enough time to give my character some basic expression (for posing) as well.
if you have any question about texturing, post it up! I am sure everyone here are willing to help. can't wait to see your character textured. happy painting!
07-09-2003, 04:27 AM
Thx [NOV], I'll have it finished :) all nighters maybe coming up!
ok, I have a character studio question for all u max users.
I rigged the character and im trying to get him to hold the sais. anyone got any ideas? I created a preview to show the problem I am having. it uses the spinkick that comes with character studio.
Test Rig (http://www.lee3dee.com/Contents/wip/dukles/test.mov)
07-09-2003, 04:30 AM
also if anyone knows how to add bones to the biped, that would be great, so i can bind them to the sandals to make them separate and animatable (i think thats a word, lol)
07-09-2003, 12:25 PM
hi looking good, :thumbsup:
you asked how i bind weapons to the hand
i checked your vid and i think the solution is that the weapons pivot is in the wrong place
the first thing to do is select the weapon, then go to hierachys and select move pivot only. move the pivot to the point on the weapon where the center of the hand will be.
i then position the weapon in the hand and point it in the dirrection that i want it
then bind the weapon using the select and link tool, Bind it to the hand part of your biped make sure you bind it to the biped not the skin. also make sure the the weapon is the correct orrientation and distance from the object you are binding it to.
then curl the fingers around the handle to make it look like its actually gripped by the character rather floatting around his hand.
If all is done correctly the rotation and movement of the weapon should now be completely controlled by the hands movements.
hope that helps :)
07-10-2003, 08:15 PM
Thx for the help baaah888, I binded the sais to the hands, and its working much better =)
Current wip on body texture. Tired to do cloth, but not turning out like this tutorial :(
3 days left, any comments or suggestions are always appreciated
07-11-2003, 03:28 PM
final body texture update
working on final head texture currently. Character is a rigged and ready for posing. Its going to be very close.
comments pls :)
07-11-2003, 04:55 PM
Very cool, coming along nicely mate :)
07-11-2003, 10:51 PM
another update. Head texture. and render to show progress
crits please :)
07-11-2003, 10:55 PM
2nd another update, new body texture. Updated the feet, added some wrinkles to the bandages and arms. tuned a couple of areas.
07-11-2003, 11:42 PM
You´re making progress :)
But you seem to have some smoothing issues on your mesh, maybe try fix that hard edge on top of the beak.
07-12-2003, 04:44 AM
yeah, i haven't figured out smoothing yet in max, its alot different than maya's soft edge tool. any ideas?
07-12-2003, 02:34 PM
In MAX you work with smoothing-groups, that means that all faces in the same group (same ID) will be smooth and hard edges will appear between faces with different ID:s.
You could always use the autosmooth, and play around with the angle till you get the desired result.
(pardon my crappy english)
07-12-2003, 03:10 PM
smoothing groups in max are easy,
go to poly select
and pick all the polys on the top of the beak then scroll down the side panel till you find Id's and smoothing,
there sould be a grid with 1- 30 on it, these are the smoothing groups, click on no.1
then selct your next area and click 2, etc etc
if you do this you can also use it as a way of selecting sets of polys because you can use the select smoothing groups.
If there are alot of odd looking areas, then i'd sugest selecting the entire mesh and clear all smoothing groups before you start smoothing off individual areas
07-13-2003, 05:47 AM
Why is it, that on the final day my internet goes down. all stay away from Reflex Cable, if u live in NC!
without further a do, heres my final submission
HEAD ALPHA CHANNEL
RENDER POSE FRONT
RENDER POSE BACK
RENDER WIRE FRONT
RENDER WIRE BACK
07-14-2003, 02:14 PM
sorry, forgot to post poly count on saturday. Been a no internet weekend. Had to go across town to use a friends internet. sorry about the delay of poly post.
Total Polys of Duckles is: 3352
07-15-2003, 03:42 PM
internet finally came back today. needless to say, im very pissed with my apt only allowing me to have their cable company. Now, a few of us from the apartments are fighting for road runner in our area! lol
looking forward to the voting to begin. Hope everyone liked my character, I had fun making him. . I already started on an animated short for him. In the early stages of storyboarding. Going to show the funny side of being a ninjas, something to keep me busy until the next challenge starts.
I learned alot about modeling in 3dsmax, and how to rig a character in character studio from this challenge. but, i still have a long way to go, before I am 3dsmax junkie like my fellow work collegues. ;)
Good luck to everyone :). and I'll cya on the next challenge :applause:
Lee (aka Hirigashi)
01-15-2006, 10:00 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.
vBulletin v3.0.5, Copyright ©2000-2014, Jelsoft Enterprises Ltd.