View Full Version : Character: Kenshin

12 December 2003, 03:17 PM
This is going to be a Jedi Academy model.

His likeness is very very important to this model. I'm trying very hard to get the face right too, so please leave a comment on that. For the clothes, the asymetry will be completed last because it saves time after both mirrored sides are complete.

I'm basing this version of Kenshin off the "Hitikori Battousai", when he was in the Meiji Revolution.

12 December 2003, 03:18 PM
For reference pics I was all over the internet digging up images of Kenshin. A few references I used:

12 December 2003, 03:30 PM
Well done, no real crits here.
whats the poly count?

12 December 2003, 03:38 PM
D'oh forgot to add that.

1835 POLYS total right now. I'm aiming for JKA's suggested "under 3000 polys" so I still have quite a bit to play with.

12 December 2003, 06:30 PM
Cool, a fellow JA editor :) Looking nice.

Oh yeah, do you know how to export it into JA, also?

Frank Dodd
12 December 2003, 09:03 PM
It's a great looking character on its own, lots of feeling in the face, to correctly emulate the carton character I think the mouth needs to be a bit smaller and the nose a little more upturned.

It might help to render some outputs with smoother groups or even with a toon shader!?

12 December 2003, 10:27 PM
looks good, a wireframe orthoshot would be cool and please ... rendering lowpolymodel with mental ray O_o

... ;)

12 December 2003, 11:11 PM
Remember, Kenshin's hair is quite big in comparison to his head.

Lookin' good though. Do we get to see him without the evil eyes too? *grin*

12 December 2003, 04:20 AM
Thank you for the critiques.

Spankspeople: Yeah. I'm still working on a good medium between the comic-book look and how Kenshin would look if he were more "life-like". The problem is approaching the anime look in 3d... it's very difficult. I don't think my skill is at that level yet, so I have to try and find some sweet spot in between. The more I try and make the hair bigger in 3D, the wierder it looks...

I might make a version without the evil eyes if I have time...

Prs-Phil: yeah... the final gathering shows the structure of the model better than point lights. I have a wireframe down below...

Not with toon shader though because this is going to be in the game engine. I'm not about to write a toon shader for the Q3 engine (I know it can be done.. just not worth investing the time into that).

Cazor: Ya :) And a hardcore JK player too! Yes. I have made JK models before so I know my way around getting it into the engine.

Some new updates:

Pretty much finished the top of the Kimono and added the ties that come out of the sash. The model is getting really heavy now (1970 already I think) but I still have some to play with before I have to think about optimizing. Eventually I want to do LODs so it will run even better in-game.

12 December 2003, 07:03 AM
Just wondering how you plan to rig those eyes on the (compleatly inflexible) JK2 bones? If you know a way I'd like to know too :)

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