View Full Version : 3D in-game monster, concept by:george&guo
01 January 2007, 07:24 PM
I just got out of school, im looking for a job so I made this for my portfolio
Im @ 3days up to now....
01 January 2007, 09:39 PM
You char is cool i love it, 8400 triangles it's correct but i don't think if it is the actual polycount for character game no?
I limit my self to 6000 triangle maximu^^
Can we have a preview of the mesh in wireframe
01 January 2007, 10:06 PM
I really like his mean mug and it definitely has an overall unique style. You should have modeled in it a t-like pose for rigging purposes though. Also ... the concept has those cool arm extusions, it would have been nice to see those come to life.
Good work though! I like the colours and overall style alot!
01 January 2007, 01:29 AM
thank you for the comments guys, here is the wire : (As it was mentionned, 6000 triangles target seems like a decent number for this type of char) I will optimise it, re-tweak proportions.
and here's the hi res sculpt rendered with max 9 and fancy lighting
as for the extrusions on the arms. Im working on it. ;)
01 January 2007, 12:16 PM
Cool character and I really like the overall design, looking forward to seeing some more work on the diffuse texture as it looks pretty good already with just the basic colours on there ;)
01 January 2007, 08:02 PM
I really like the character but the one thing that is really bugging me is that the colors are really washed out. It would look much better if you made them at least a little bit more visible.
01 January 2007, 10:55 PM
hey, time for an update.
Thx for the comments and crits, they really motivate me. I still have stuff to fix but soon Ill be going for the rigging and give him the same pose as the concept.
As for the colors, you are so right... im working on my latop right know and it seems its really unbalanced.... Ill have to figure a way to fix that
neways, on with the pic:
01 January 2007, 11:54 PM
yep always nice, only a thing is strage to me: the thing close to the feets (sorry i have not the word in english), but it merit more detail on the texture for this item. Maybe u can add some rust and bolt.
I would post my char but i didn't finished the texture do you think i can post it now ?
but wizo it's cool don't worry
01 January 2007, 06:26 AM
Great model so far, just follow-through on the texture :)
01 January 2007, 07:45 PM
quick update... Im pretty busy today so I wont be able to complete this before tomorrow...
Here's what I got: 6400 triangles
01 January 2007, 05:54 AM
wow this has come far since the initial pics, looks really close to the concept, im diggin the sleek flow of this guy and his armor, looks really nasty. great work.
01 January 2007, 07:24 PM
Cool character! The head and helmet look great, but the feet and hands are a little odd. They seem flipper-like, as if they have little internal structure. Also, the lower legs in the concept sketch have much more curvature.
Finally, the bangles/shackles/whatever on the ankles should either be smaller and tighter agaist the ankle, or removed entirely. Imagine the blisters that poor monster would get :D
01 January 2007, 08:57 PM
awesome, i love it.
01 January 2007, 09:54 PM
thx for the comments,
unfortunately I dont have anymore time to tweak this
As for the process, it looks a bit like this.
Key: Fidelity to the concept is the most important, check it very often, go part by part. Its a great observation exercise
1- I start off straight in zbrush by importing an obj of a generic Human mesh. I always make sure smartsym, Zmapper and symmertry works on the mesh im sculpting. (otherwise, you ll need to make the normal map in max)
2- After sculping the hi-res, I export the lowest division of the mesh into max. From there, I use polygons of this mesh to start of new objects, armor, belt, rags etc...
3-I take each of these objects (very low poly, rough shape),export them into zbrush and sculpt them. This way when I reimport the hi res version of these objects, they are already in place.
4- Once you've got all your hires object done, import them in max and then you need to make the normals.
RENDER-to-Texture: Project the normals of each hi res objects onto a new mesh or meshes (if you want multiple parts). (these will be the low-res version object and they must be unwrapped before the render-2-texture process)
USE ZMAPPER: Use Zmapper to create your normals.
I use a mix of both. Some times Zmapper breaks the normals to I need to export the lowest division into max, then I tweak it a bit, then I use render to texture with the hires and the tweaked mesh.(I push the cage a lot)
5-Then carefully place each objects into place in max.
If you have any questions on this, Ill gladly answer them.
sry for any mistakes, this was written off real fast.
01 January 2007, 10:35 PM
Very well done Wiz. I am really really digging the colours. The way you worked the warm and cool contrast really brings and interesting life to the character. Good job!
01 January 2007, 11:18 PM
thx for the crit spex84. I agree with everthing you said. The ankles things are to hide some ugly seems I had and I was just to lazy to do it right :). It could definitely use more tweaking.
thx dpizzle, Mindtraveler, I really appreciate the feedback.
01 January 2007, 11:18 PM
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