View Full Version : *WIP* Character for techdemo

01 January 2007, 12:18 PM
Goodday, last week I've been working on a character for a techdemo for my crossplatform XNA engine, and I thought I'd share with you :) It's my first time ever to complete a character, so please don't be too hard on me, my modeling skills have become a bit rusty, also my first character in Maya since my teacher forced me to switch (arrrr to you, Raymond ;) ). So, without further ado, some pics of where I am currently. I resized every pic to be able to show to a larger audience =) (

Here it is in-engine, with all the custom shaders enabled. I know it looks a bit fuzzy, but that's the way I want it to be when it's actually in-game... At the moment it just looks funny in a T-pose, heh. (

Here it is with just my custom game skin shader, with a simple directional light. Looks nice even without the post-glow shader enabled. (

This is the source hi-poly model, even though I changed the normal map quite a bit it still shows pretty well what I was going for at the start (turned out I found it quite a bit too old and youngered him a bit by softening the normal map out). (

Various screengrabs from Maya, and at the bottom a slideshow just to show how the model actually reacts to light from different sources, and ofcourse to pimp my l33t n00b game shader programming skillz ;) (

Last but not least, the maps as they look now... My workflow is that I like to paint all the maps in a single PSD so I can overlay them and see exactly where some of the details are in the bump map, which enables me to work much more "to the pixel" than just overlaying the normal map and working in seperate files. Any comments would be greatly appreciated :)

01 January 2007, 10:26 PM
Hey there Stefander, this is a good experiment in learning a pipeline into a game. If you are looking to add something to your portfolio, I'd consider taking a serious look at the design and anatomy, as well as the topology and tidiness of the model.



01 January 2007, 12:55 AM
Heh, thanks for the reply man :)

I know the design kind of sucks, I kind of made it up as I went, exploring how stuff works in different applications (like FXComposer, Maya, ZBrush), basically more or less practise than an actual portfolio piece... I put about 10 hours in this character as of now, mostly fiddling around with functions... You're right about the tidiness and the topology, the edgeloops got kind of screwed in the process... I'll clean that up for the next update... Damn, my modeling skills got really lost, heh.

Will keep what you said in mind for this and the next pieces, I'll make some nicer edgeloops and might even redesign the whole armor altogether, since it's hard to go anywhere from here with the texture... Oh well, enough to do, the next update won't make it tomorrow, I think... Now if only there were 25 hours in a day... :scream:

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01 January 2007, 12:55 AM
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