View Full Version : character: The good, the bad, the well armed
01 January 2004, 11:58 PM
I've been under the hood of the Unreal engine for the past six months...and i've learned a lot. Now I'm ready to put some of it to use. and get a damn job!
I'm planning out an Unreal mod set in a fictional western world. I hope to develop a site for it for downloads n such but thats a ways off.
Anyway I needed an excuse to stop being a hermit so i decided to post my project.
My main character, more about her another time. I still need to develop her color pallete.
model sheet layout
I plan on modeling nudes so I can have a good platform to start from for the next feamale character models. Clothes can be added and other polys stripped, Physical attributes can be scaled
to fit the desired sihouette.
Of course if it's too far off it's better to start from scatch, but it should speed thigs a bit.
I still need to create a male version as well as beasties and other odds n ends when it comes to character related meshes.
Static mesh creation is gonna be a whole other ball of wax.
any suggestions on how to construct or rig the below pic would be extremely helpful.
more to come.
01 January 2004, 12:34 AM
Brilliant Moneypenny. If they trun out like your concept It should be looking good. I love a western theme. Throw in a pirate turned cowboy for laughs.
01 January 2004, 09:39 PM
Great concept's dude, I'm following this.
01 January 2004, 12:21 AM
Thanks for the encouragement, I've taken slack for deciding on this project (but what doesn't?). I wanted to do somthing i'd stay into. So far it's been fun. I'm sure It'll stay that way.
BTW a pirate's a great idea!
Progress on the model was slower than I whished. gotta stay focused. GAH!!
It took some time for me to solve the arm connection and get a good grid.
next comes the head ..... I need to do some close up pencils so it'll be a day or 2 before I repost ...whish me luck.
Oh btw heres a tech pen drawing of the west walker.
Bad guys are next.
I know the perspective is off but I'm learning.
01 January 2004, 03:08 AM
dang, that girls's got her a J-Lo booty :P I've found the best way to shape that area out is with a pair of manually-attached geospheres (similar to sphere, but more poly efficient. primitive in max, but you can get a script off highend3d for it in maya) same for the boobs.
you should shape out your edge loops a little more... right now everything is looking mostly... extruded cylander.
the knee's edge loops should look the opposite as yours do fro mthe side for optimal deformation. meaning they should be closer together vertically in the back, and further away in the front. Try to shape up the calf more, and you can lose one of the edge loops there. you should get rid of one of them near the top of the thigh, too... i'd suggest the one second from the bottom on that little 'bunch' there.
01 January 2004, 04:36 AM
HA! your not the 1st to say that :)
Thanx for the crit
I've got a set of pesky edgeloops that dont need to be there but i keep getting a boundries cannot be deleted error. (which happens to be the thigh loop sugessted by DreiGrasheir)
I've deleted history on my meshes several times but i keep getting the same result. any ideas anyone?
Far as the knees calves go; they are a mess.
I havent done anything to them yet I just wanted to get some shape to it before I posted.
Regardless, backward the kneez setup iz. I gotta do the same 4 the elbows too.
Far as shaping the edge loops more, I give up (for now)
All I've been doing is shaping and moving vets / edges to fit my model's spec. All that and it stll looks like extruded cylanders? quite discouraging I must say.
I've looked and looked at it and now I'm frustrated with it.
A fresh pair of eyes in the morning should help.
01 January 2004, 04:48 AM
hmm.. for the boundary edges, that probably means that the verticies that make up that edged arent merged with the ones on the torso. If you select the object and go to display -> custom polygon display -> , you can check the box next to 'Border Edges". If the line there gets thicker, that means that there are two verticies for each one you see there. select the ring of verticies and use the Merge Verticies tool under Edit Polygons. Whenever i use this tool i have the poly count HUD on (Display -> Heads Up Display -> Poly Count) to make sure I'm actually merging verts when i use this. Then select that ring of edges and use the Delete Edge Command under Edit Polygons (that gets rid of the verticies as well as the edges.
01 January 2004, 05:40 AM
Thanks DRE I'm sure that'll help.
I'll try that in the morning ... and i think i know what you mean by shaping the edge loop out more ...
Not seeint the forest for the trees comes to mind.
01 January 2004, 06:14 AM
ugh... please don't call me that ><
for the edge loop thing, basically what i mean is make them not look flat and circular/elliptical. for instance, the calf is wide and kinda round in the back, but the front is very flat. that's the only example i can think of off hand. basically you need to move around single verts and make it so you didn't just scale what you got from extruding.
02 February 2004, 11:08 PM
Added feet, I've still got some tweaking to do, I did them kinda quick.
I extruded (around the ankle) then extruded the new faces forward, I also Pushed and pulled verts and edges to get some more shape I think she's a bit slimmer now.
Hopefully I'll get to the head later tonight but i wanted to show my progress so far.
I also found out that my border edges problem was due to my torso's faces being inverted. The torso was made with the create poly tool and I didn't check out the normals direction first. DUH
Coulda saved myself some headaches.
live n learn i guess.
02 February 2004, 10:52 PM
Whish I hadn't taken so long to post but I had a time working on head types (and I'm still working on it!) I was too embarhassed to show my early results.
I had to do a number of differnt pics some more sucessful than others.
My first face pics had no internal deformation to them so the head composition sufferd.
The surface area of the face was too smooth in the first drawings.
Put some pics of the influenced real image over the drawing.
I figured if I hit the mid mark between the two images I'll be happy, Still, i've got some forms i wanna try out.
Well, heres my shame; both were started as poly cubes.
I know it's a high count but at the moment I dont care because I can always cut out what I dont need after im happy with the layout.
Eyes need to be placed in the sockets and the nose obviously needs to be finished. I also need to get my overall proportions tighter.
my head is kinda lumpy here (understatement). the vid card cuts off the outer edges @ some places but it needs work overall.
02 February 2004, 12:13 AM
I reall like it! M o t h e r.....3ds
Did U updated breasts?
It's most important at this point....
do U know something about dynamics of such?
02 February 2004, 11:28 PM
I cant wait to start planning out the clothes. I am totaly fried right now. I'm constantly working @ her face and it still needs work!
This truly is a labor of love
The inner lips, mouth and ears are still missing (duh)
I could use some sugesstions as to creating a better eye socket. It's a friggin mess. imo i've no idea hoe I'm gonna add lids and have them functional (for high rez version)
I'm gonna start some other parts and come back to it a little later so i can get a fresh view. however, in the middle of posting i decided to change some things.
still got some work to do. plenty of it.
02 February 2004, 11:46 PM
the head has taken a little longer than i planned it still needs plenty of work done on it.
Ears, a better nose and eyelids first come to mind.
a complete overhaul may be in store later but i need to get something done in stead of running in circles.
02 February 2004, 06:57 AM
didn't want to go too far with out postimg for her
time 2 sleep
02 February 2004, 01:24 PM
Hey, why not join LawDogs Mod at http://www.lawdogs-mod.com ..........
That way you can spend more time with the editor and Maya........
02 February 2004, 01:40 AM
I like what I see.
I'll be sure to give it a good look over later tonight.
did more to her head.
I'm planning on using this version for higher rez stuff. and i need the practice so i coudnt stop... and I'm still far from done!
02 February 2004, 01:12 PM
Before you go any further try to model her to fit the default UT2003/UT2004 skeleton.......so that when your done you can be able to import her easily into UED........
03 March 2004, 06:21 AM
Last week was a non productive one IMO (well not really) spent more time in understanding how the Hypershader works under the hood (very cool) So it was slooow going last week.
So much to learn so little time.
Fixed her ears and now I'm looking to start her clothes... this'll be interesting ... it's funny ... in sculpey i just go at it ... here I'm reserved.... gotta find a way to break that viscious cycle... heh probably the best way is to just jump in and get messy.
I know she has taken on a form not friendly to unreal .. but the plan was to make two versions of her. One that can fit ut2k and the other for hi rez shots me and a few associates tend to use. (fingers crossed)
I'm still not that happy with her but if you keep the wheels turning without hittin the ground you end up no where.
03 March 2004, 06:36 AM
I undertsand what you mean......you just take your time. Most important is that you don't rush your learning. Btw, below is a female outlaw done by one of the contributors to LawDogs mod........he used 3ds Max though......if you ever ready to make a wild west character for LawDogs mod lemme know and I'll send you the rig.....in the meantime take your time.
03 March 2004, 06:41 AM
Thanx LawDog, and thats a very nice model btw...
I will most certainly take you up on your offer after I get a better workflow in maya started.
03 March 2004, 09:41 PM
Man! She doesn't look sexy!
U know... s e x y!
03 March 2004, 10:39 PM
Originally posted by Kijop
Man! She doesn't look sexy!
U know... s e x y!
03 March 2004, 11:10 PM
looks much better IMho
huge breasts* doesn't mean sexy! check the bra (texture), pants (polys) and put some shade under hat!
* I mean... eyes.... ;)
03 March 2004, 06:41 PM
looks good so far
good conecpt sketch too !
03 March 2004, 10:37 PM
Hope You're doin somethin in between :) I mean shades... not hair... :)
01 January 2006, 07:00 AM
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