View Full Version : Game Art Comp 6: Jang Hyeok / Volcano High (whasango)
03-16-2004, 09:00 AM
Man THIS was a -hard- decision...
The movie was an easy choice for me. Ever since I saw "Whasango" (aka Volcano High) i've wanted to make a video game based on an Asian Reform School theme. Normally I'm tight-lipped aboug game concepts, but since I'm sure someone else has already thought this is a good idea, and is already working on an A.R.S. game I don't mind mentioning it here.
As an aside if anyone who can program, wants to hook up with me and build and A.R.S. game. I'm about 16 kinds of down with that yo!
But I digress, the movie choice as I said was easy... it was the character choice that took months... ok days... ok a few minutes! But suffice it to say, I had to choose between these three likely candidates:
From left to right:
She's sexy, in that Michelle Rodriguez, I'm gonna kick your buttox kind of girl-fight way, but cute in that Katie Holmes girl next door kind of way. She'd definately get me the fan-boy vote for her school-girl get up in Whasango, and I'd get to model a nifty bamboo sword prop.
He's the lead in the film, and an obvious potential candidate. Loads of little Korean school girls day-dream about him, so there's ample photos of him on the web. Er-go making orthos for him would be snap.
Initially, Hyo had the strongest vote from me, as the obvious choice. Why? Because she's already got video-game hair. She's also got that kick your butt kind of gate, but she's a little less blessed in the cuteness factor.
So why did I go with Hyeok? Well it's a lot more simple than you might think actually. But the reason can be seen in this image from the film:
That posture is a dead give away. It really sets him apart from any other character in the film. So...
I've had a history of not going through with WIP threads. I'm ashamed of this, but I thought I'd give myself one more chance to redeem myself.
03-16-2004, 09:33 AM
Hey lord dubu, im sure you'll make it this time. looking forward to your stuff.
03-16-2004, 04:11 PM
Time to find the orthos:
Throughout "Whasango", Jang walks around with this open-mouth clueless expression. Even though I realize it's going to increase poly-count, I think it's essential to use that expression to fully capture the character.
Neither of these images is from "Whasango", but they are the best frontal and profile shots of the same actor I could find. The expression on the right is close to the mouth-breather look of the film's main character.
03-17-2004, 08:23 AM
Small image, for a small ammount of work. Gotta conserve space until the renders start showing more progress, and are worth the bandwidth.
03-18-2004, 04:25 AM
Set up 3 clones of my facial plane object against a single backplate, which is also being applied to the scene as a frontal projection map. The directional light is set to yellow in order to make it visible against the naturally colored backdrop.
Since the objects are clones, LW updates them all when I change just one. This lets me see how one change affects the model from all three angles.
I realise this isn't scientificly perfect, as the photos were taken by different cameras with different photographers and settings. But it gives me a better concept of how close to Jang's actual face I'm getting with my planes.
03-18-2004, 05:37 AM
03-18-2004, 06:42 AM
03-18-2004, 12:59 PM
oh korea movie ^_^
03-18-2004, 06:49 PM
Goodlag! - Heh, When I selected a Korean movie I wondered how long it would be before I got a vote of confidence from you. Thanks for the encouragement.
03-19-2004, 06:41 AM
cool. although i'd make his cheek geometry 2 rows of triangles rather than 1 triangle fan. it also looks like his forehead is a bit too wide. good start so far, especially with such an obscure character and no good orthos. let's keep crackin' and see ya at the finish line :).
03-19-2004, 06:58 AM
Yah. Actually I did some reading today (before you posted) and read up on triangle stripes. So I've been working the head geometry over to make everything stripes.
I noticed that everyone else started with quads. So I'm going back and building a quad mesh, to make sure that everything is a complete "ribbon" around the whole model.
Unfortunately I can't find the DVD at any of the local vid stores, or chains in our area. So I can't make better orthos.
03-19-2004, 08:39 AM
yes, i start primarily with quads because the extra line with triangles is distracting when modeling. but doing so adds and extra phase to your modelling at the end, when you triangulate sometimes the flow of the tris is disturbing and you have to spin them the other way.
and i think you can rent Volcano High from netflix.com!
03-19-2004, 01:37 PM
Crazily enough. Netflix ONLY offers the "Bonus Disk" from the 2 DVD boxed set. This is assinine, stupid, imbecilic and retarded of course. But none the less, all the more, the movie is at least at this point in my life unobtainable.
03-22-2004, 10:06 PM
Trying to find the planes of the face, before I go into any detail.
Still haven't been able to score decent orthos.
My computer is so sucking right now it's making this all the more irritating to model, as I've gotta deal with serious sluggish lag time (inexplicable in a 1.33 ghz processor).
I'm really feeling intimidated by some of the other entries. I'm still obsessing over the planes of the face, and everyone else is nearly done modeling the body.
03-22-2004, 10:44 PM
don't sweat it mate - i've spent like 4 hours on my characters face - i think when you're trying to model a specific character thats pretty natural - all of the critical identification will be in the face. some of the guys hear can do it faster, but as far as i know all we can do is practice and be jealous ;) you're making good progress, and you definitely picked a cool character.
03-23-2004, 11:25 PM
looking good dubu. good move going back to quads, and concentrating on clean mesh. wouldn't worry too much about where other people are up to. there's heaps of time left in the challenge, and if you want this to be a recognisable character, the bulk of the work has to be on the head anyway. just keep swimming...
looks to me like you could use a little more geometry in the eyes. there are plenty of polys left in your budget. i think eyes are really important for character recognition.
03-24-2004, 01:13 AM
Yeah I know. Right now I want to nail the planes of the face before I start adding detail.
03-24-2004, 03:32 PM
Same texture map, from a different angle. A few more polys, and tripped. I'm a little more satisfied with the facial geometry. But this will do for my daily pre-starbucks render.
Now its off to sling coffee for a few hours.
03-24-2004, 11:52 PM
03-25-2004, 12:58 AM
looking great. only geometry issue that's bugging me is the pointy nose. could you work a long tri in there to flatten the tip?
keep on truckin'
03-25-2004, 01:51 AM
Yah it is a tad pointy, probably because I'm so used to drawing noses in that pointy style. I'll probably add another row of polys to the front of the nose.
03-25-2004, 04:14 AM
Still working on the shape of the back of the head.
03-25-2004, 05:21 PM
I would make cuts along facial creases. Curves under and over the eyes, Alonge the cheekbone, under the cheek to the nose. Also, the nose needs more geometry. The face is probably the most important point for recognition of the character, so it's okay to have more poly concentration there.
you must use smoothing groups man.
I like your idea of adjusting the model and seeing it's effects in 3 instances at the same time... I'll have to give that a try too.
I think you chose a tough character, b/c he's really just a normal korean kid with bleached hair. His outfit is gonna fit him in with every other fighting game character. Not saying that's bad. Just that it'll be harder for you to make it look like HIM and no just anyone else.
Now if you chose the girl that does Kendo (right?) and had the CRAZY waxed up hair... god was she hot... then I think she's more unique and easy to capture. You just chose the tougher route, but i commend that :)
04-02-2004, 04:53 PM
Eventually I want to model the whole cast, saving the two girls for last, since I want them to be better eye-candy.
I'll have an update soon. My kid's been on spring break this week so I've been a little preoccupied.
04-10-2004, 03:10 AM
04-10-2004, 03:12 AM
So does anyone know why suddenly all my images are showing up as links?
04-10-2004, 05:49 AM
not sure what's going on, but it seems to be happening to everyone.
04-14-2004, 04:18 AM
Way behind the curve on this... just now modeling body geometry... spent too much time being anal about the head.
04-15-2004, 10:54 PM
Wow. Looks like I'm waaaaaaaaaaaaaaaaaaaaay behind the curve on this one. Still haven't modeled the hair, the internal mouth geometry, his entire body, or even begun thinking about texturing.
Sigh... How discouraging.
04-16-2004, 09:03 PM
yeah dude, get moving.
you were way ahead of me at one point... you slacker. haha
04-21-2004, 12:17 AM
Looks like I missed the boat on this one. How disapointing. I think I'll start up a WIP thread in the main game-art channel when I've made a little more progress.
Actually, I learned how much I need to learn about game modeling during this challenge. I'll see if I can get some seriously hard core critique and direction as I complete the model.
Good luck to everyone else.
01-17-2006, 06:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.