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Hazardous
08-31-2009, 11:56 PM
Hi Guys,

I thought I would post this up here to show a new character I've just finished working on!

I hope you like it!

9700 Tri's 1x2048x2048.

http://fc01.deviantart.com/fs23/f/2009/243/1/8/Emma_Frost_Beauty_Shot_by_HyperDivine.jpg

http://fc04.deviantart.com/fs30/f/2009/243/e/5/Emma_Frost_Presentation_Sheet_by_HyperDivine.jpg

http://fc02.deviantart.com/fs47/f/2009/243/6/b/Emma_Frost_Construction_Sheet_by_HyperDivine.jpg

http://fc09.deviantart.com/fs29/f/2009/243/0/b/Emma_Frost_Final_Texture_Sheet_by_HyperDivine.jpg

dabookerman
09-01-2009, 12:43 AM
Excellent model mate!
How long did it take you to do roughly?

Hazardous
09-01-2009, 01:20 AM
dabookerman: thanks man! I cant be certain really - a few hours each night over the past 3 weeks then the last 2 days full steam ahead haha!

amorales
09-01-2009, 07:02 AM
Looks AWESOME!

any particular engine you'll be porting her into?

Hazardous
09-01-2009, 08:10 AM
amorales: thanks man! The presentation shot is a realtime screengrab from marmoset engine without any touchups in photohop. but thats all i have planned for her :)

dabookerman
09-01-2009, 04:19 PM
dabookerman: thanks man! I cant be certain really - a few hours each night over the past 3 weeks then the last 2 days full steam ahead haha!

That's very useful. Thanks a lot :)

Zenderquai
09-02-2009, 12:31 PM
Absolutely Stunning work! - Very beautiful model, and amazing tecnique.

The one thing that Stood out, as something possibly worth consideration, is that such a Tiny amount of the shader needs to use transparency..

Would it not be worth separating the Hair, Visor, and Laces onto their own separate model, and just have the material/shader, for those few triangles/verts have an opacity map?
Every pixel on your model's shader has to be checked for Opacity, and it appears that over 90% of your model is fully opaque.

With the Visor being half-opaque,and the hair's opacity needing nice anti-aliasing, it would have to be an greyscale alpha, rather than black/white.. meaning it would also have to be rendered with Alpha-Blend, instead of Alpha test.

.. More than 90% of the model could be rendered without any need to use an opacity map, it seems a bit of a waste to have to make the game's renderer check every pixel for transparency..


Again, I have absolutely no critique of the technique, or artistry.. She's a beautiful model - and I do realise it's hyper-critical; the gain wouldn't be a huge amount - but as piece of in-game artwork, every saving helps! :)




Nick.

Hazardous
09-03-2009, 12:30 AM
phunky_nick: Ahhhh man where are guys like you when I need them!! Thats exactly the kind of stuff I want to hear about!! :applause:

For this case in paticular the challenge only allowed us 1 x 2048 x 2048 to use - we couldnt break that 2048 into multiple smaller maps or anything - so I totally agree with you man.

That would definately be a much smarter thing to do! I'd really appreciate your feedback on all of my projects lol!!

Zenderquai
09-04-2009, 11:57 AM
heh! - .. that's a very flattering reception -

I was so nervous, posting that message, because you're obviously a very accomplished character artist - the information seemed so insignificant.


I'm not a character artist, myself, unfortunately - I'm an environment artist, but I worked on a fairly major PS3 launch title, and the attention to technical detail helps so much, when putting next-gen (current-gen?) artwork together.

The little savings definitely add up..

methods or art-production including combining/welding meshes by shader, all the UVs shared as often as possible, as few draw-calls as possible.. .. being aware of how many frag-cycles a certain layer in your material compromises its efficiency, how many vertex-normals you're allowed per frame..

if you wanna talk about your other projects, I'd be down with that, definitely :) -
not sure how much new info I'd be able to provide!!


I'm glad it was useful anyhow! :) -

keep up the crackin' work!



Nick.

Hazardous
09-05-2009, 10:07 AM
phunky_nick: Not at all man! Its great, im glad to have you take some of your time to give me a hand haha! I'll be sure to pm you when im working on my next character for some pointers and advice - always looking for some good critiques!

ocarian
09-05-2009, 12:04 PM
Cool work Hazardous

Clean model, good Sculting, good texture, as usual :D

Keep up guy :thumbsup:

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