lafayetteJosh
08-17-2009, 07:24 AM
Hello,
My graduation from Ai is finally coming up in September, and I wanted to create a game model for my demo reel. previously, my models have all been high poly and built to smooth, so modeling for a game will be a good learning experience. My goal with this project is to model, texture, rig, and animate a character and get it working in the unreal 3 engine.
Poly Limit: 8,000 tris
Proposed modeling pipeline:
1. I will use Maya to model the low poly version, then unwrap it in Headus UVlayout.
2. After unwrapping, I'll add edgeloops and clean up the topology so that it will smooth nicely, being careful not to move or delete my border edges, so that it will keep the same UVs as the original lowpoly version.
3. I will then import this higher-poly version into zBrush, and use it (in combination with Photoshop) to generate my normal, color, and specular maps.
4. Back in maya, bake an AO map to composite on to the color, then put it all together on the lowPoly version.
As I'm new to this whole game-modeling process, I would appreciate your critiques and suggestions. Thanks!
Concept art is by Andrew Fisher.
http://i524.photobucket.com/albums/cc330/joshLafayette/fullTurnaround.jpg?t=1249209790
I ended up drawing some revised sketches based off of these, to reposition the character in a position that will be easier to rig from. I also wanted to correct the forward lean in the side view.
http://i524.photobucket.com/albums/cc330/joshLafayette/newReference.jpg?t=1250492286
and here is my current progress - poly count is at 7,988 tris
http://i524.photobucket.com/albums/cc330/joshLafayette/front2.jpg?t=1250492540
http://i524.photobucket.com/albums/cc330/joshLafayette/frontAngle2.jpg?t=1250492557
http://i524.photobucket.com/albums/cc330/joshLafayette/side2.jpg?t=1250492571
http://i524.photobucket.com/albums/cc330/joshLafayette/backAngle2.jpg?t=1250492589
http://i524.photobucket.com/albums/cc330/joshLafayette/back2.jpg?t=1250492601
Please let me know if you notice any modeling/proportion problems. Also, I would appreciate feedback on my poly usage. Do I have enough edge loops around the joints (esp. knees, elbows, fingers)? or too many polygons in some areas?
Also, I was curious about how it is best to divide up the mesh. This is how I'm splitting it apart at the moment:
http://i524.photobucket.com/albums/cc330/joshLafayette/2_exploded.jpg?t=1250493514
My graduation from Ai is finally coming up in September, and I wanted to create a game model for my demo reel. previously, my models have all been high poly and built to smooth, so modeling for a game will be a good learning experience. My goal with this project is to model, texture, rig, and animate a character and get it working in the unreal 3 engine.
Poly Limit: 8,000 tris
Proposed modeling pipeline:
1. I will use Maya to model the low poly version, then unwrap it in Headus UVlayout.
2. After unwrapping, I'll add edgeloops and clean up the topology so that it will smooth nicely, being careful not to move or delete my border edges, so that it will keep the same UVs as the original lowpoly version.
3. I will then import this higher-poly version into zBrush, and use it (in combination with Photoshop) to generate my normal, color, and specular maps.
4. Back in maya, bake an AO map to composite on to the color, then put it all together on the lowPoly version.
As I'm new to this whole game-modeling process, I would appreciate your critiques and suggestions. Thanks!
Concept art is by Andrew Fisher.
http://i524.photobucket.com/albums/cc330/joshLafayette/fullTurnaround.jpg?t=1249209790
I ended up drawing some revised sketches based off of these, to reposition the character in a position that will be easier to rig from. I also wanted to correct the forward lean in the side view.
http://i524.photobucket.com/albums/cc330/joshLafayette/newReference.jpg?t=1250492286
and here is my current progress - poly count is at 7,988 tris
http://i524.photobucket.com/albums/cc330/joshLafayette/front2.jpg?t=1250492540
http://i524.photobucket.com/albums/cc330/joshLafayette/frontAngle2.jpg?t=1250492557
http://i524.photobucket.com/albums/cc330/joshLafayette/side2.jpg?t=1250492571
http://i524.photobucket.com/albums/cc330/joshLafayette/backAngle2.jpg?t=1250492589
http://i524.photobucket.com/albums/cc330/joshLafayette/back2.jpg?t=1250492601
Please let me know if you notice any modeling/proportion problems. Also, I would appreciate feedback on my poly usage. Do I have enough edge loops around the joints (esp. knees, elbows, fingers)? or too many polygons in some areas?
Also, I was curious about how it is best to divide up the mesh. This is how I'm splitting it apart at the moment:
http://i524.photobucket.com/albums/cc330/joshLafayette/2_exploded.jpg?t=1250493514
