View Full Version : Evil humanoid game char
11 November 2005, 02:20 AM
Ok I haven't set a triangle limit yet, but the head has to many allready :P... Well first I'll add the hair... I'd love to upload my reference drawing, but I have no scanner here :P. The goal of this project is to create a Final Fantasy like char that would fit into the Final Fantasy series :P. I'll scan and upload my reference ASAP. Tell me what you think :D and THNX for watching ;)
11 November 2005, 02:24 AM
cool face dude... it looks like your profile face without the hair and tats : P
keep it up that one will look sweet
wannnnnnnaa see concepts : P
its what adds the flava !
11 November 2005, 02:32 AM
hmm I guess I need to find a scanner :P... BTW it's logical that it looks like my avatar (BTW that is a CG of myself as vamp :P) cause I based this char upon me.... I guess I'll give it my fav ingame name Carnog :D It's me as game char (what I would look like if I could decide in game :P). I can scan the concepts in the weekend at last :D
BTW, yes I know the edges look a bit messy cleaning it all up later :P ;)
11 November 2005, 06:21 PM
OKey here is some concept art :P (I have painted the hair to show what my problem is at the moment :P). So I never was good in modeling hair, and for this char I had a hair structure like above in mind, but I have made several attemps to model it, but it doesn't turn out the way I want :S (BTW the hair is blue because I don't have decided on haircolor yet :P). So here is my question to you: HOW would you model this hair??? gimme some tips so I can work further with the hair :P :D hope to get some good ideas :D
11 November 2005, 08:51 PM
The kind of hair you want is ripe for the old "Alpha on a Plane" technique. Create "strips" of planes in the style you want tthe hair to appear in, and texture them with an alpha map in photoshop. If you are not sure how to actually texture the hair, ill be the first of many who would suggest www.poopininmymouth.com (http://www.poopininmymouth.com/) for a quick but invaluable photoshop tutorial. You can use quickmask or the selection tool to select the area you want invisible, thereby creating the appearance of hair strands.
BTW, the face is coming along well but you have some sloppy edgelooping under the right eye; there is an egde that cuts into the cheek and then into the nose. You can just delete that, it's unnessecary! good luck!!:thumbsup:
11 November 2005, 10:06 PM
LOL.. I have tried using it, but I always seem to run into the same problem again and again :P when I come to the hairline above the forehead I get the problem you can see the head, made several attemps to work around it, but I don't seem to get any further with those workarounds (sorry perfectionist :P) any good work arounds for this issue. And dont forget it's an very open hair structure I'm trying to create ;)
HELP HELP HELP :D
11 November 2005, 01:30 AM
There is a tut on the 3dtotal frontpage that deals with this issue..
11 November 2005, 04:39 AM
Ok here is my last try, It actually works. I combined the 2 styles to get this result, and it fits the cibceot pretty wel I think... it's not finished yet, but it convers the upper part of the head already.
the styles I combined:
- the solid shape style around the part where the hair comes out the head.
- the rest it planes hair
Well going to finish the hair soom and then I will head on to the body :D
Don't forget to tell me what you think :D
Okay finished it :P texturing it later. Is the hair ok like this????
11 November 2005, 05:53 PM
Yes, your setup for the hair is completely on point with what most people do; as for your problems blending it into the head (if I am getting your problem right), there is no quick and easy way to teach this. It's something I've learned real recently, and my recipe was:
- two pots of coffee.
- a half a pack of Marlboros.
- Constantine on DVD.
- TIME AND PRACTICE.
Do the hair strips with alpha on one end, and the other put directly into the head. Then sit with Photoshop and use small brushes w/ blur and smear to fade and blend the hair planes. I highly recognize poopininmymouth's tutorial for how to get the hair to look right.
keep it up.
11 November 2005, 05:38 AM
Well because it's weekend and I'll won't be able to work on my char I've decided to show you how far I am :D.
I started texturering the face (I made the hair invisible for now :P). It's not finished ye I need to add some more detail. I changed the head much today, because I quess In my opinion it was to round (just look at the first picture and this one ;)):D... BTW today or tomorrow I'll upload some concepts :D.
C&C are very appreciated :D!!! !!!
11 November 2005, 07:57 AM
imho the earlier version looked better :-|. why did u change the ears? now they look so... common(?) The roundness of the face was ok, now the eyes look too big.
01 January 2006, 04:00 AM
hmmm... hadn't much time lately, but the attached image shows how far I am now :P.
The hair was inspired from the FF8 game char laguna... I like the looks of that haur. Thought my hair still needs some more refinement :(...
I modeled a part of the body. I still have no concept for the clothes, but I'll come up with something soon I hope.
And I remodeled the face a little to match te original concept. :D
Crits, Ideas and Comments are very apreciated...
01 January 2006, 06:45 AM
The style is reminding me quite a lot of the later Final Fantasy games. The face, in particular, makes me think of Tidus for some reason.
Well done so far! We going to see a wireframe?
01 January 2006, 11:23 PM
Ok in the attachments you can see the new hair (I remodelled some parts again), the wireframe and here is an url to the pic I used as reference (Laguna from FF8): http://www.ffcompendium.com/chara/8-laguna-a.jpg
C & C always welcome!!!
EDIT: BTW, the starnge deformations near the neck are because I didn't merge the head and the body yet and ther are 2 neck on top of each other there (don't ask why I left them there... gives me a feeling of control I guess ???)
EDIT2: I decided on the tris count. It's going to be between 6K-7.5K.
01 January 2006, 04:26 AM
Been trying out some things:
Guys critz more appreciated then ever!!! Is the wing a "no go"? what do you think about the clothing till now?
LIKE SAID C&C very appreciated
01 January 2006, 11:29 AM
Ok at first some pictures:
Just showing you what I am working on at the moment. I will change the hands at first. after that I'll add some more detail to the ears and add some Final Fantasty like assecoirs.
I beg you all for C&C... hundreds of views and no replies :'(... am I talking to a wall?
01 January 2006, 12:03 PM
Manga style i guess, looks good and WOW too :)
01 January 2006, 08:14 PM
Oliver: thnx for the comment... yes it's kinda like manga style (Final fantasy is manga style with very very much realistic influences).
Ok a little update before I'll leave my PC:
So tomorrow I'll add the hands and start setting up the UV-map and texturing.
Anything wrong with the model so far... C&C always welcome!!!
09 September 2006, 03:38 AM
hi peep long time no see! :P
got the hands done and overall I'm now happy with the model (something still bothers me in the mouth region though).
Made a nice two handed sword for him too.
I hope to be able to go on texturing soon.
ok here are some pics:
without texture: http://img.photobucket.com/albums/v668/Schoende/charshotwithouttexture.jpg
some starts of texturing: http://img.photobucket.com/albums/v668/Schoende/charshot.jpg
C&C welcome like always ^^
ok new pic of the sword textured: http://img.photobucket.com/albums/v668/Schoende/Swordpreview.jpg
C&C still welcome :P
09 September 2006, 06:18 PM
It looks cool but also the proportions seem to be a little off. One thing I tend to find boring in games is that all characters are incredibily detailed, as if every peasant is a millionaire with lots of money to spend on fashion. I'd like him a whole lot better if he looked a little poorer, and maybe although the sword is cool done and all, with a simpler more common sword. It would take the focus away from the props and it would make for a lot more interessting villian. There is something about the shoes that doesn't appear quite right as well.
It looks cool but i think he would be cooler with a less fancy outfit.
09 September 2006, 09:38 AM
I have to agree with FreakyDude, the proportions seem a little off. The most noticable thing is that the arms are too short. Your model's legs appear to be a bit thin but that is most likely due to the fact that there is some geometry missing around the knees. As you mentioned there is something about the mouth that seems off. The upper lip area could be shortened between the bottom of the nose and the upper lip. However, that could be from the face itself being a bit longer between the eyes and mouth. It's hard to tell from the last images but the cheek bones might be too low.
Other than that it's coming along nicely. The face is done well and the longer hair was a nice touch.
09 September 2006, 04:17 PM
Ok here are some new shots:
-new arms on the model
-changed the face
-little changes around the knees
-changed face (and eye) texture a little bit
Well I got that message of the arms a little earlier on another site. This time the proportions should be better ;).
One thing I tend to find boring in games is that all characters are incredibily detailed, as if every peasant is a millionaire with lots of money to spend on fashion.
not gonna change it sorry :P. I like the clothing style how it is now ;)
hmmm gonna change and remodel the arm (specially the lower part) and then start reUV-mapping everything :P.
Thnx for the comments ;D
C&C still very welcome!!!
09 September 2006, 12:35 PM
Ok at first some shots:
Well I reduced the polygons of the character and the sword.
Char tris: ~7500
Sword tris: ~1300
After polygon reduce:
Char tris: 5178
Sword tris: 1012
The only thing I want to ask is if you are browsing around and you see these images and see any "mistakes" (bad edge loops, anatomy, geometry or what you can think of) pls reply.
So to say it in 3 words pls post crits!!!
09 September 2006, 05:15 AM
You could still integrate a lot.
Every extra poly counts. =]
09 September 2006, 01:24 PM
You could still integrate a lot.
Every extra poly counts. =]
I know I could reduce the polycount more, but not without destroying the general shape I have now ;). thnx for the reply though... I guess the rest is fine then??? no other replies :P LOL
09 September 2006, 01:24 PM
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