View Full Version : Humanoid game concept
12 December 2005, 11:33 AM
Hello this is my second character to work on progress in this section, its group work with the help of Ryan (concept Artist) and Tessa (who made the low polygons and special thanks to her) my goal is to make the UV mapping and to make and bake a high res model with Tessa's low polygon model in producing normal and color maps I plan to make a scene using this model with the alien model (http://forums.cgsociety.org/forumdisplay.php?s=&daysprune=&f=39)
12 December 2005, 11:36 AM
my WIP constructive crits are welcome
12 December 2005, 05:04 PM
good start...wires please ;)
12 December 2005, 02:48 PM
Interessting work. the face is well done but the nose is a bit too wide. it look like it below to a negroid type person and from your concept , the model is caucasian.
except that it look like a good start.
12 December 2005, 02:51 PM
Yeah I think the nose is a little to thick for the kind of person the concept seems to be. The other thing that is kind of bothering me is the helmet, the padding seems like it should be sharper. But I was hesitating to crit anything because from the looks of your alien m0del you dont need it ;)
12 December 2005, 10:40 AM
thanks for the crit, i have fixed the face and starting to add some details, don't mind the seam in the middle i'll fix it later.. ;)
12 December 2005, 01:13 PM
the only crits i have are that his legs look too long and his arms look too short.
but that is down to the concept i think. ( which i just remembered you didn't do)
just thought i would throw that in there. :)
12 December 2005, 02:13 PM
Good start, but like it was stated before. His arms and legs need a bit of fixing. Can't wait to see the finished model.:thumbsup:
12 December 2005, 05:46 PM
Nose looks alot better to me :) I really like the eyes, could you put a close up wire of the eyes, I wanna see how ya did it :p
The thing I see in this update is the mouth piece for the walky-talky...I am guessing thats what it is. Where it goes into the helmet it looks very wierd. I think you need a little bit better transition into the helmet, and maybe the little mic at the end.
Keep it coming!
12 December 2005, 08:07 PM
I recommend changing your sub division algorithm to catmull clark so you don't get triangles from non-quad sub-ds.
12 December 2005, 02:27 PM
The concept is like an astronaut, the human character is coated by an armour. He has thick shoes which his legs make him looks elevated, the arms have some large gauntlet for a good purpose and design. Also im only using polygons for modeling with medium resolution mesh smoothed. As for the request here is a wireframe of the head to see the detail of the eye, and an update, i have modelled the vest and shoulders and will be making other parts soon :wip: .. Thanks for the crit ;)
wire frame :
01 January 2006, 11:28 AM
Hello im back for doing the progress on the model, updates:
01 January 2006, 09:05 AM
we've decided to make him a weapon which is a concept gun, highres poly model finished under a day of work, will be texturing out within this week.
01 January 2006, 11:33 AM
Man your work is really inspiring for me....makes me want to do a character. The only crit that I have for this guy is the chest of the armor, some areas look a little blocky.
The gun...I dont really like to much. It seems to small for someone his size. Also I dont know if its because of the material or what but it looks like their is some wierd stuff going on with that mesh. The other thing is its not as detailed as your other works, I am hoping thats because its still a wip. So I will wait for an update :thumbsup:
01 January 2006, 12:47 PM
that model is looking great so far!:):thumbsup:
01 January 2006, 09:16 AM
the concept gun is finally finished. I call it MKSG060106 (Machine Killer Super Gun jan 01-06)
gotta do a lowpoly next...
01 January 2006, 09:56 AM
i have baked the highres gun to the lowpoly gun here's the result
01 January 2006, 10:00 AM
very nice , good job!
01 January 2006, 01:30 PM
looking nice, reminds me of tron a little.
erm im geusing your using normal maps, forgot to read front page :-(
the smoothing groups need to be soreted, i would say that harden up the low poly, and rerender the normals, will give alot clearer results, and avoid those smoothing probs you got which destroys the illusion. if your not using them do it any way. if you are but havent implemented them yet, ignore above
01 January 2006, 06:44 PM
I think you've got a great looking concept and it really shows through in the modelling you've done on it. Looks good :).
01 January 2006, 09:16 AM
update of the low polygun with normal map
01 January 2006, 09:34 AM
now back to the humanoid....
i'm starting to add the textures to the highres...
01 January 2006, 07:19 PM
The guy is looking very nice with the texture...and just the m0deling itself is very nice. But like I have said before I dont like the gun....it just isnt up to par with your character m0deling. I think that the gun could have potential....the design at least, but the m0del is just a bunch of boxes. And i feel like you could make it alot more stunniing.
01 January 2006, 05:39 AM
retardedmonkey: well there's nothing i can do for the design of the gun if you can't like it and i understand, i know its kinda weird because the gun is too traditional and i should be making a lazer gun instead of this weapon but we have purpose for it... thanks for the crit :)
i am halfway in texturing the humanoid i'll post an update soon ;)
01 January 2006, 01:43 PM
I've finally finished putting up the textures, here's some update:
i will leave my PC for baking normal maps i will see the results soon :)
02 February 2006, 07:16 AM
Hello Im back with my Humanoid character, i have tried baking the highres model into normal and color map but it did not give a good result, my setttings in the surface sampler were:
map size: 2048 x 2048 map size, map space: tangeant space
Transfer in world space
sampling quality at medium 4x4
filter size 5
result of the colormap:
result with the normal map:
please advise if you have answers on how solve this problem thanks :)
02 February 2006, 08:51 AM
Were all your edges set to smooth before baking the normals in? That might solve some of the issues on the face.
02 February 2006, 05:57 PM
what i did is soften all the edges, i baked it from highres to the lowres model of 3,000 polygons. i have'nt tried smoothing the lowres model maybe ill try it again :)
02 February 2006, 06:11 PM
is the model symetrised after uvwing, if so you could have two sets of polys being rendered in the map= bad results,
sometimes i get artefacts for no reason, try creting a new object attaching the low poly mesh then deleting the object to reset th mesh.
also try seperating out the face and baking tgis on its own, you may be able to sort the probes out easier and quicker this way, then just peice back together in PS. i use this technique all the time, as i find small prts of the bake mess up. sometimes a little tweaking of the low poly smooth groups can solve everything!
02 February 2006, 09:45 AM
hi phoenix_ACE, got any updates on this one? really want to see the result :)
02 February 2006, 10:13 AM
i dont really get the logic of the gi-normous strips of light on the armour. firstly, it will hinder the vision of the character, stopping him from seeing properly in anything remotely dark, and secondly, its a beacon for his enemies.
02 February 2006, 08:51 AM
bah, who cares about the logic if it looks cool, eh? =)
Keep it up!
02 February 2006, 03:54 PM
nicob: thanks glad you liked it :)
Peddy: We put surrounding light on purpose as our 1st impression of the character ;) also the reason behind it is that the character uses an energy to power up his heavy bulky suit, also another purpose of the light is that they will able to be aware of their surroundings that they don't flashlight :) i'll probably make power-off version if it is needed :thumbsup:
SHEPEIRO: i want to make that inverted UV technique over but its very bad for the normal map but i think i made a mistake on my baking methods.
I followed your advises, i baked the parts in separate parts and assembled it in photoshop. I found out what happen to my normal maps. Right now i used the shader resulted by baking but before i customized a shader on my own. For somehow i don't get the logic of the shader resulted from baking that it projected the normal map very smoothly...?
RE3456: here is the result in open GL high quality view, i'll try to do a nice render soon :)
im into rigging, now's the chance for me to learn FBIK yipe :wip:
02 February 2006, 03:13 AM
04 April 2006, 05:04 AM
hey Ace! great job.. i enjoyed reading the entire process.
it's amazing to see how the highres version translates onto
the lowres model.
do provide an updated image: i think i've seen one of the
final renders... and it looks great!
04 April 2006, 05:04 AM
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