View Full Version : Character: STARS Member

01 January 2004, 08:38 AM

Viewport Screen capture ( (320 KB)

Full figure ( (132 KB)

Detail shots:
Some of these are a few days old, but should give you a general idea. These are fully illuminated shots
Detail 01 (
Detail 02 (
Detail 03 (
Detail 04 (

11,035 triangles (including the gun)
19 seperate texture maps. All ranging from 62x32 to 256x256.

I approached the texturing a little differently because I wanted to restrict myself to the same restrictions Capcom's artists probably had with the Gamecube. I assumed that they couldn't use anything larger than a 256x256. But because RE uses static backgrounds... a lot of the GC's memory can be put to use to store character data. And given RE's gameplay... you never really see more than 1 character on screen at a time. Also judging from the detail the characters have... there was no way they could have been textured with the standard head texture/body texture/acc texture set up.
So I freely used as many textures as I needed to get the detail I wanted. In the end... the textures combined only add up to 2 512x512 and 1 256x256 texture sheet.

More renders here ( .

01 January 2004, 09:02 AM
Wow SouL.. Another excellent model! This must be your best model up to date! :)

Are you using Maya nowadays?

01 January 2004, 10:46 AM
OMFG ! Amazing model SouL :) Really love the both, texture and model. Your texture job is very skilled, love details like doing shoelace with alpha :) (very interesting).

btw, thx for your url, all your models are very good :)

*put into my inspiration folder* ;)

Are you using Maya nowadays? <- I think, some details on several viewport screenshots (like this one : ) show that he still using Maya.

01 January 2004, 10:51 AM
Nice job, I just finished playing through Resident Evil on the GameCube. I can say your model is very accurate.

01 January 2004, 12:48 PM
awsome stuff man, Great detail in the texture, especially for the ammount of total texture space you've used. He looks kinda stiff right now, rig it, make some poses and post em ^_^

01 January 2004, 01:24 PM
bang, Ive been following the progress of that model as much as I could and I am really impressed by the accuracy of your modeling and texturing.

Top :)

01 January 2004, 01:31 PM
'nuff said ;)

01 January 2004, 06:43 PM
Excellent work SouL. I've been following this over at Polycount and you have done a great job on it.

This deserves a front page spot - I'm about sick of seeing nothing but, Illustrations up there anyway! Where's the game design representation anyways, dammit!!!!

Heh, oops - sorry about that little rant.

01 January 2004, 06:43 PM
great model! I love the detail work.

I was wondering about that poly that typical of modern games..or is this a high version LOD...
I assume this is for a console...

I'm trying to add new characters to my portfolio as of late and I have been shooting for a 2000-3000 poly limit.....should I aim a little higher?

edit:sorry, I just read your description under the went for the a higher poly and texture due to less objects on screen at a time.

01 January 2004, 12:37 AM
Sexy as all hell soul. As usual, of course. :)

01 January 2004, 01:57 AM
Excellent work man! One question though, why is the stars patch on his sleeve at such a lower resolution than the rest of his textures? It stands out, rather than enhancing the model.

01 January 2004, 07:12 AM
rockin!!! Looks awesome man, outstanding job on the face, and you got a very satisfactory amount of detail out of not much UV space. I'm especially impressed as this branches out from your leather-and-chrome work; absolutely sweet, great work!

I don't know for sure, but I wouldn't be surprised to find out that the gamecube's graphics processor has been optimized for square textures only. Still, it's definitely a good idea (for experience and for the portfolio) to set realistic limitations for your work. Of course, being able to create a piece of art that appears to surpass those limitations always helps your portfolio too!!! Can't say it enough, great work here man. I'd eat my socks if you don't get hired by the first company you apply to.

01 January 2004, 07:19 AM
Yeah. I use Maya for all my stuff now.

I usually rig and pose my characters before I put them up... but Maya is new to me and I don't know how to rig in it. So this is the best I can do.
I've tried importing .obj files to Max so I can rig/pose... but the UV data doesn't transfer over as well.

The patch was a tough call. I had to fit both the arms in a single 256x256 map. The UVs for the arm couldn't be mirrored because of the patch... so I didn't have a whole lot of resolution to work with. I guess I could have made a work-around of some kind, but from far away, it isn't too blurry.

01 January 2004, 07:41 AM
Hey man, I have been using maya for a while, but I was wondering if you know a good way to render without low poly looking like shit? like Max's self illumination option, is there that in maya? as I find that when I render the model gets shaded and it doesnt look too great. Any help on how to do something like full self illumination would be wonderful, I am a fan of your work by the way, however I think the proportions may be off a bit, it seems like he has short legs or something. Anyway nice job man, keep up the great work. -Jerm

01 January 2004, 11:09 AM
Amazing, phenomenal work. Is there any chance we can see the texture layout?

01 January 2004, 01:29 PM
visually very nice... but how does it perform with all those maps cutting tri-strips, and what kind of game is it for if you use that ammount of polygons? a fighting game? or did you just make it for the fun of it? :)

EDIT: nice portfolio btw. youre good.

01 January 2004, 01:39 PM
Originally posted by spm
visually very nice... but how does it perform with all those maps cutting tri-strips, and what kind of game is it for if you use that ammount of polygons? a fighting game? or did you just make it for the fun of it? :)

EDIT: nice portfolio btw. youre good.

You nag about those tri-strips pretty much do you? >_<

01 January 2004, 04:59 PM
ROACH - I don't have very much Maya experience (about 3 days or so) but for viewport renders I found that it was useful to set your material's "Incandescence" to full. It seems to achieve the same effect as self-illumination in Max. Hope that helps!

SPM - It is for a Resident Evil-style game, specifically in the style of the Resident Evil Remake for Gamecube, and the new title Resident Evil 0, also for Gamecube. As he explained, the backgrounds are prerendered, leaving a lot of triangles open for use by the characters and monsters (of which there are only 2-5 on-screen at a time). HOWEVER, the new Resident Evil title will feature full 3D backgrounds and a more dynamic camera system, so we'll see how Capcom's character and enemy models fare when their triangle allowance is cut into.

01 January 2004, 05:09 PM
Originally posted by CgMonkey
You nag about those tri-strips pretty much do you? >_<

yes because its still very important and a LOT of people ignore the issue.

01 January 2004, 05:29 PM
Man! give it up SouL, you will never be as l33t as me!

Argh, why am I still trying to model when there are bitches like SouL on this planet :)-

You just cant stop making highquality models to make our hunt for jobs a tad easier now can you :D

As always, your models raise the bar. THUMBS UP MAN!

01 January 2004, 08:19 PM
looks damn good. I would like to know how you made the face texture. I can see a difference between your previous characters faces and this one. You must have used photos right?

01 January 2004, 06:18 AM
Tri-strip performance really shouldn't be an issue. Even if I hadn't used several textures, I still would have cut the UVs the same way.
Hmm. Photos? The textures don't even look that real. All the textures were hand painted.
Everything in my portfolio, below my Rachel character, I put around march/april of last year. Those guys are really, really outdated.

01 January 2004, 02:37 PM
That's very impressive. I personally find it very hard to achive such detailed textures. I never uses photos for the face myself, but I sometimes use it on the clothes (I suck at doing wrinkles...)

01 January 2004, 03:13 PM
SouL, do you still have your old stuff on your website? cant seem to find it. :'(

01 January 2004, 03:51 PM
looking good, though the eyes look a little off. Make the iris bigger and you might wanna use a real eye texture. See if you get a better result.

01 January 2004, 10:11 AM
I am not just saying this to sound like a simpleton, but did this make the front page? your model is great, and it looks just like GC version. it would be neat if you rendered your guy in a dark hallway or soemthing, cause it looks just fantastic, im a huge resident fan. so way to do the game justice.

01 January 2004, 10:53 AM
he has to post it into the "Finished" gallery so that it can hit the frontpage. This is just C&C :)

01 January 2004, 09:29 PM
That's the rule... but the orc guy that was last on there wasn't in gallery.

Anyway, the gaming community on cgtalk obviously likes it, that's all that matter anyway :) Let those 2D and photo realistic fools live in their own world ;) haha.

02 February 2004, 03:30 AM
I posted these at polycount. Figured I should post there here as well.

A lot of the old stuff I took out. I only kept my 4 goth characters and that 1 monster in my portfolio. Since those are the guys that nabbed me my current gig.

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