View Full Version : Self Portrait / Jersey devil

08 August 2005, 02:16 PM
This is a character that I am working on for a class right now. Basically, for this class, I have to turn myself into a 'warrior' of some sort, that will be put into a game. I've decided to be the Jersey Devil (dragon wings, demon horns, goat legs, demon tail, etc). There are so many different interpretations of the Jersey Devil that I've taken some liberty with the design, of course.

For the purpose of my class, I need to model/texture/rig/and animate this guy with some basic fighting moves and a taunt, as he will be put into a 2d pre-rendered fighting game (a'la mortal kombat). For my own purposes however, I want to eventually get this character into the hl2 engine, phoenemes and all, both for my own learning experience and for a possible personal project.

To that effect, for the class I really have no poly-limit as it will all be pre-rendered, but for my own reasons I am going to set my poly-limit at the standard for hl2's single-player characters (around 8000 polys).

I started with the head, using photo-ref of myself (we painted wireframe cages on our faces in class, that was fun). We must spline model our heads for the class, which I have never done before, so that was fun. I heavily studied the angelina jolie spline head pdf by Hwasup Song which has been helpful.

this is two sessions of sit-down work, but I'm really not too happy with the way the face is looking overall. my photo-ref ended up not matching very well (perspective distortion?), and I think I am just doing something fundamentally wrong. I will need to sit down, tweak, and study this, to figure out my next step. I may just start over.

I stepped away from my head and started to block out my body as well. I studied both Ben Mathis' video tutorials and the wonderful goat character by Arshlevon, to get an idea of how to handle these legs. I am happy with how it is turning out so far.

Well thats about where I'm at right now. Again, I'm still at the very early stages of this model. I would love some critique or advice on my mesh, especially my face. If anyone has any tips on working with the hl2 engine, that'd be cool as well. thanks guys, :D

08 August 2005, 03:23 PM
I think that your jaw needs to be rounded in the z axis and your checks need to be rounded in both the z axis and x axis. I think that the body is coming along nicely though. Can't wait to see more.


08 August 2005, 04:50 AM
I've done quite a bit of work on the face, and subsequently have a much better handle on splines, and what they should really be used for (less is more, eh).

I've also been working on connecting the arms well, working on the whole shoulder/underarm/upper back area. I've really been concentrating on getting good anatomy to show through here.

Once again, any crits are much appreciated, especially on my anatomy. :)

08 August 2005, 11:54 AM
yeah cool but the ears look like they are fake plastic ones stuck to side of head i think you need to remove the seam and flatten this bit out a bit. unless your ears look like this?

well you did ask for crits on your anatomy!

other than that its looking like a good clean mesh.

08 August 2005, 06:30 AM
hey hey hey, another small update.

I've finished up a lot of my geometry in my body and begun my unwrapping. Though my head is looking much better, I still need to fix that ear...

should be noted that I plan on giving the wings a seperate texture map from the rest of the body...

Though i have a plan, I'm still worrying about how i'm going to rig those wings and how well it will turn out...

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08 August 2005, 06:30 AM
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