View Full Version : CyberPunk Character
08-27-2006, 10:19 PM
Hi, I was hoping to get some critz and suggestions for a character I am working on for my Portfolio Reel. The theme for this guy is Cyberpunk, maybe a little cliche, but I love the style of cyberpunk and I hope I can nail it with this guy.
Here is the concept I painted in Photoshop, I used my buddies Cintiq tablet! I recommend them to anyone.
Background of character: 30 years prior Michigan (Eric) Malone served as a young man in the Freedom Militia during the second civil war. In a fierce lakeside battle the young man was greviously injured while overtaking an enemy position. What was left of him was hauled off to the medics. Michigan lost his arm, had extensive organ and facial damage, The medics patched him together and sent him home. After the war Michigan was offered a chance to be rebuilt with illegal bionic implants, in exchange for 20 years of servitude to a major mercenary company. Michigan took the implants and entered slavery. Unfortunately the bionics cause a great deal of pain, Michigan has a heavy drug habit to compensate and has racked up debts with crime families. With his contract ending soon the crime families are looking to collect! Time is running out for the 58 year old cyborg.
Haha, stories are a bit of fun for me. But please help me out with some crits as I work through it. Thanks!
08-27-2006, 10:23 PM
Ok, so I made a naked guy to start, I figured if I have a good male (and female, later) base I can use body parts on other characters later.
So, here's some screens:
The pose might look a bit wierd, but I'm experimenting, to have as much as possible at the "middle of motion" So I hope to get a nice smooth bind with this pose.
The face has eyes slightly closed for texture painting. and mouth open to help with binding the jaw bone. Again, just experimenting, not sure if this is the best way to go.
Haha, this shot makes me laugh every time.
And the UV layout, pretty good I think.. not much stretching at all and no overlaying UVs for normal mapping purposes.
So, what Im trying to learn is facial rigging, I want to make some kind of spline rig instead of blendshapes, any resources out there for this? DVDs? Let me know, thanks!
Next up, I think I will go for the normal map and texture. Then work on the costume and equipment.
08-28-2006, 10:55 AM
Lookin good. Its a great concept, except i dont like his left arm, but i guess thats more of personal taste.
Wire looks good, but i think there are several loops you can delete.
And you can mirror uv-maps with normalmap aswell, however it can be a bit more tricky, and can require "specialhacks" with game-engines. Maya 8 can render them nowadays at least.
But i wonder why you modelled him nude, this way you need unneccesary large textures, as you gonna model external cloth to cover mayor parts of his body.
08-28-2006, 11:55 AM
Nice work so far. I agree that you could lose a lot of polys in the face - but I suppose if you are rigging this for animation you may want to be safe rather than end up with too few edges
The concept is great, I love everything from from the knees up. From the knees down is just a little generic compared to the rest of the character. I would defintely add some more details in there
08-28-2006, 04:14 PM
GemoRat -Great tips, thanks. My left or his left? Is it just because it's bionic or the bionic style in general? I had considered re-designing the arm.. I might give it a go now. I've never tried to do a normal map with overlaying UVs, any tutorials out there discussing this? I will also try to reduce some polys, I haven't done much of a reduction pass.
As for the nude figure, it's really for characters made in the future projects. I figured I could re-use parts for other bi-pedal characters (arm here, foot there, etc.) to save modeling and UVing time.
Alchemist101 - Ah, yes... You caught me bieng lazy. I will give those legs some more attention. Thanks.
Thanks for the comments!
08-30-2006, 05:29 AM
Forgive my mistakes :) I'm very new to high poly stuff.
Just a little update to keep the thread alive. I spent a couple of hours working on a high poly mesh in mudbox. (My friend at another company has a beta version) Then applied it as a normal map in maya. I was happy with the results, this is my first character that will have a normal map fully applied.
Once I get this guy to a good point Im going to try to export him into the halflife 2 engine.. (can't wait for the updated Unreal engine)
08-30-2006, 11:09 AM
your pose is actually just right!:) too many people think the t-pose is the way to go but at our studio we always use just about the same pose that you do, and it works tons better!:)
I also like your basic face, im working on something similar and its hard to make it realstic while still making it very generic, so good work!:)
08-30-2006, 08:10 PM
Great to hear, wille... I wasn't sure at first but it did seem logical when I planned it out.
Thanks for the compliments, I am trying to make a system that can make unique characters a little faster and more generic, "Pedestrians" very fast. It's so boring in my opinion to have the same looking people populating your game.
Thanks again, hopefully I will egt the mouth and eyes and hair done tonight.
08-30-2006, 09:06 PM
You could also take that posing technique to his fingers too, istead of having them straight out, they could be a bit more "relaxed" / half-closed.
08-30-2006, 11:09 PM
Petterms - You can't really make it out in these shots but I did try to spread the fingers out as much as possible... I'd be worried a relaxed hand would have the bones to close together and negatively affect the bind. But maybe spread and relaxed would be best... I'll give it a shot, thanks!
09-02-2006, 08:00 AM
I decided to revise some parts of the character, the colors were a bit crazy looking so I'm trying to find some color schemes that look good. Also added some stuff and changed the gun. Working on the head this weekend, hopefully get the torso done by monday.
09-02-2006, 07:17 PM
Hey FirstManOnMars to be totally honest i really liked the first color scheme, and clothing. It made the character really stand out.
Just an opinion, can't wait to see it finished!
I prefer the last concept,
he looks older, or less young, more serious (new chest, pant etc), and I think he's much better for the background you writted.
09-03-2006, 12:59 AM
BoxSmiley - Hey man, thanks for the honesty :) I tend to be timid with colors, so I'm going to take your advice and go toward the yellow/green theme. Who knows, I might throw in more color variation by the end. Thanks for the comment.
jocz - you actually read that? haha, jk. Thanks for the comment.. I am trying to get a look that says, "this is what I wear when I work, and my job is fighting scum." ;)
One more revision or option to pull from, now back to the modelling!:
09-03-2006, 08:19 AM
We can rebuild him, make him better, faster, stronger, duh du du du du du
Some work done on the arm normal map. Looking decent I hope. Going to add some color and start work on the jacket and torso in the morning.
09-04-2006, 09:43 AM
I like it .very good. go on.
09-04-2006, 09:47 AM
Dude, thank you!!! more to come. :scream:
09-04-2006, 02:54 PM
nice work on the normal maps. Is mudbox better than Zbrush? and I definetly like the 2nd concept a bit more
How are you applying the normal maps? Are you applying them as normal maps in the bump node? or do you have a normal map shader?
I like the work you did on the arm.
What's the trick to resolve the little black issues with the normal map ? Just editing the map ?
09-04-2006, 04:49 PM
Alchemist101 - Thanks, yeah I think Mudbox is 10 times better than ZBrush, that's just my opinion of course. Zbrush seems to have more features and is flashier, but that might be it's downfall... Mudbox is so similar to Maya in ways of orginization and navigation I feel at home in it's interface and jump right in. Wow, I should be in the commercial, haha.
And yeah, I'm just applying the maps to a regular blinn shader network in Maya 7.
Jocz - Thanks for the comment :) Not sure what you mean about the black dots? Do you mean the black corners on the bottom part of the chest? That can be solved by just editing in photoshop.
09-04-2006, 11:27 PM
Just blocking in to get a feel for the poly count - around 8000 tris now, without poly reduction pass. Avoiding making the hair but I will.. break time!
09-07-2006, 07:33 AM
gun sketch - lots of photo reference, tried to match the design of the gun in the sketch. Going to model it... right now.
09-07-2006, 08:33 AM
Hi FMIM! :P
Great job on the hi res arm for the normal mapping! I think it really fits the concept. I'm trying now with ZBrush but definitively I'll have to take a look at Mudbox later. About the concept, I personally preffer the last scheme also, but not too sure about the 'skirt'. Maybe a small cloth hanging on one side could also "work" and it would be easier to animate and won't hide the work done on his legs ;) Great job anyway! :thumbsup:
09-07-2006, 05:51 PM
Danko - Thanks for the comment!, I think you might be right about the wrap... I'll look at it shortened. :)
09-14-2006, 04:17 PM
ugh - I have been sick.. and Im moving to a new place soon. Here's the gun though! Low poly for now, normal mapping will commence shortly.. after I cough up a lung.
09-14-2006, 04:17 PM
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