View Full Version : --- Lara Croft --- redesign by Guillom
12-29-2007, 01:57 AM
I've started this piece of work and i decided to share the process here..
It's 6000 tris right now , with mouth teeth ( eyes , noze, fingers etc... ) :)
Annatommy still needs some tweaks.
This is gonna be normal mapped later...
12-29-2007, 04:39 AM
6000 tris, nice. cant wait to see what it looks like normal mapped. only thing is i think u gotta make her lips a bit bigger (not referencing angelina jolie), and do Lady Croft some justice and show off her bellybutton. lol. lookin good tho. the face could use some work but otherwise good.
12-29-2007, 07:49 AM
Fantasic modeling/texturing. Looking forward to see normal maps applied, keep it up :)
12-29-2007, 01:49 PM
Hey Guillaume. Great to see you back. I remember seeing you start this back at work.
I look forward to seeing her progress.
12-29-2007, 05:31 PM
First off. Some really nice work on your site.I really like this re-design. Her face seems softer and more naturally beautiful. Cant wait to see the final one.
12-29-2007, 08:27 PM
For the life of me, I cannot understand why Eidos doesn't finally ditch the mannequin style Lara. The modern consoles are incredibly powerful, and they have a beautiful girl in Karima Adibebe to serve as Lara at press events, why not use her likeness as you have done?
Looking great so far. Can't wait to see it finished!
12-30-2007, 03:53 AM
Great start! Can't wait to see it done.
12-30-2007, 04:30 AM
keep it up, i will definitely follow this
12-30-2007, 08:10 PM
Just playing a bit with the other part of the body :)
BoBo-the-seal : Thx man, your orc is simply great !
anoon : I couldn't agree more with that ! here is the ref
antodonnell : THX
mindrot : yeah moving to canada took me quite some time, now i'm settled i can't try to finish some old models :D
codyalday : Cheers...
Oniram : Thanks , i'm gonna tweak a bit more the anatomy but my ref is Karima Abedide and im gonna try to stick to that ref :) ... but i think her head is a bit big right now which gives her a small body , i need to check this out
Thx for your crits
01-19-2008, 05:19 AM
just wanted to post a lil' update even tho i don't have so much time to work on this one ....
please consider everything still very wip
i painted the pants , straps , gloves , parts of the boots
01-19-2008, 05:58 AM
Thanks for the update! Still looking forward to seeing this one done.
A question: What is the (theoretical,) target platform? One might assume "Next Gen" (360/PS3) but I find a couple of choices you've made interesting.
You say 6k polys is the goal, which might be towards the lower end of "next gen" specs for a game like Tomb Raider,) but a little more ambitious than last gen. Just wondering how/why you settled on that number.
I know the textures are still wip, but on some surfaces I see lighting painted in (wrinkled fabric under breast,) which might indicate a last gen platform. However on other surfaces, there is minimal lighting painted into the diffuse texture, suggesting that lighting might be handled by way of a shader, (normal mapping? psuedo SSS?)
Might we see some wires? You have not shown any yet, but I am going to hazard a guess and say that you are modeling directly to your intended game resolution, and may have some triangular faces. Any intention to take this into ZBrush or Mudbox? I was wondering how many triangular faces you have vs. quad faces as those apps "prefer" quads.
At any rate, great work so far. Keep the updates coming! I would love to hear more about your process and decision making process.
01-19-2008, 07:34 AM
very cool extra why you dont use anglina jolie face
01-19-2008, 07:37 AM
by the way from where you get those nice picture you have good liebrary of imgs
01-20-2008, 12:21 PM
Simba, its just my guess but I think he is going off the 'Lara girl' they normally have at game conventions, she normally looks nothing like Angelina so why should his :) Its a great start and think its a very solid looking char! Less cartoony which is great.
01-20-2008, 01:08 PM
Very good looking so far!
The legs seem to be a bit short, na?
Keep it up.
01-20-2008, 09:42 PM
NIce to see you posting a new character. I just checked out your website again from not seeing it in forever! You are just growing and growing in your artist skills man, good stuff!
As for Lara C. The body is coming along really well. Its the neck up that is throwing me for a snag. Maybe its that the cheek bones are not hitting hard enough or that the lips need to be more defined or the head is to thick, I dont know.
In any case I hope you fix it. Cant wait to see more progress!
01-21-2008, 04:55 AM
Thx a lot man ! i will sure fix that , i already had shrinked down a bit her head, here boots socks and straps around her legs make her shorter than she is ....anyway she needs tweaking .thx again
same thing, thx :D
thanks for your support i share this opinion.... karima is hot
I don't like Angelina jolie's face, and body ( big boobs , big lips ) she just looks fake to me, but ( again ) that's my point of view :)
Karima has big boobs too but she looks more natural beauty
i found the refs for karima on a website , the link is on a previous post
anoon ( that's gonna be a long one )
First this character is intended to be a next gen model for any platform.
Well for the polycount, 6K won't be the final count, since i need to had her guns and few accessories, that will probably be more around 8 K ( we'll see since i'm still modeling, adding cuts, removing when i'm texturing at the same time )
I don't think the polycount is really the matter, the matter is, does it looks nice at the end ? :)
And once it's nicely done you can always add cuts for a better deformation of the face for example, no prob.
For the textures, i'm just texturing like old gen but with normal map ( with a minimum specular to not contradict too much the lighting ). For me next gen is just current gen with a more soffisticated lighting system but nothing more. Any next gen engine i've seen are displaying flat characters in shadows beacause people think normal map and shading system are going to do the job, where it doesn't. That's why i like working a lot on textures , i know my character is going to diplay well in any circunstances. I sometimes even bake a subtle light direction in my colormap.I try to keep the face a bit flat right now , more than for a man cause woman face are really subtle and i don't want to break it.i'll see after the zbrush work how it goes, if i need to give more shape to the colormap.
I model directly for game rez and i don't bother with zbrush right now , once i'm happy with my colormap i try to optimise the model to work with it in ZB ( i leave some tris since they are not showing a lot or if i can smooth them ) I think character artist are " now " thinking to much of zbrush and mudbox to help them in next gen but the key to a good character is first, the silhouette, second, the texture on it ( before any normal map ).
This is a small part of my workflow ( that would be too long to explain ) :) , of course i change my worflow for a non organic model like her binoculars where the shadding is really important ( so i model the high rez first ) etc....
Thanks , I hope i answered few of your questions , and hope i was clear :D ( if not, don't hesitate to ask me , i'll be happy to clarify )
Of course this is only my worflow and so my view ...
here is the wires wich are, like i said, really wip
01-22-2008, 07:37 AM
just started the bagpack....
01-22-2008, 07:59 AM
Looking great. And thanks for the response.
Any next gen engine i've seen are displaying flat characters in shadows
This is a huge pet peeve of mine! As part of my responsibilities at my previous employer, I made it a point to work with the graphics engineers on that very issue. We came up with a couple of pretty neat solutions. The games running on that engine are not released yet, so I can't really say much more at this point.
01-22-2008, 08:00 AM
Really nice clean looking backpack Guillom! solid start. I read your whole philosphy about how to maximize the use of normal maps in next gem games in your earlier post. You had some really good points man. I was really curious to see how how you are going to impliment the normal map into this current work. Keep the good work coming!
01-23-2008, 09:23 PM
As stated earlier, i too, am a big fan of your work :)
The model is looking gorgeous and i love the wireframe :)
Cant wait for an update :D
01-24-2008, 04:30 AM
Thx all of you guys, i really apreciate...
juste modeled the high rez for the binoculars and finished texturing the bagpack, i'm gonna leave the leather quite flat since i'm gonna use a specular map + my normal map.
I thought i could post the texture of the bagpack, please keep it for you guys
painted by hand...
01-24-2008, 05:46 AM
Cool ! it looks very realistic !
01-24-2008, 09:05 AM
Hi Guillom, just wanted to say how cool this is looking, really nice texture work too...Keep up the good work!
02-03-2008, 05:26 AM
Thx Anchuvi and CodeVeroby
Sorry for the lack of update, but i've been pretty busy these days. I've just finished the colormap ( i had to paint by hand the whole shirt ) now i can move to the normal map , i'll fix the seams in my texture before this step...
02-03-2008, 06:27 AM
Cool cool color map is looking pretty straight forward. Really cant wait to see how you incorporate the normal map. Progression.
02-03-2008, 10:30 PM
I looked online to see who you were modeling this after and realised who she was. She looks great as Lara Croft, but does anyone else notice something odd between the following pictures? :eek:
Maybe it's just me, but that's like a 3 cup size difference at least, lol.
02-03-2008, 10:46 PM
haha naw it's just you. Smaller in the bathing suit cause they are not being pushed up the way they are in the Tomb Raider Fits. With that said I think Guilliom is capturing the essence of the cup size very nicely:thumbsup:
02-04-2008, 12:14 AM
it's just because they're pushing up her breats with some extra socks in her bra :) look closely...
of course they're faking it and they can't do it on a swim suit, it would be to obvious. You spent too much time looking at her man !!! :D iSOBig D
02-05-2008, 12:20 AM
Well can you blame me? :bounce:
02-05-2008, 01:48 AM
The character is looking great! Immensely better than in any game she's appeared in ( obviously).
I've heard a lot about you actually. I share an office with one of you're ex-colleagues from Derby, (Karol). When we met he told me he thought I was you're brother or something, apparently we looks similar :P.
He said you were a great artist, and man, he sure wasn't kidding. This is looking killer, can't wait to see the finished one!
02-11-2008, 12:43 AM
Thx for your kind words , and say hello to Karol, keep going the good work on DarkSector :)
I can't for sure :D
Just started Zbrushing...
02-11-2008, 01:00 AM
the way you are doing this piece is so interesting of a workflow haha. You havent always done it like this ... What exactly you you alter your workflow? Sculpt is looking good. The ears could perhaps use a little more form but its looking good. Progression.
03-01-2008, 06:40 AM
sorry again for the lack of update ...
here is a quick render of my lowpoly with the normal map
03-01-2008, 06:50 AM
Beautiful progression. This is simply the diffuse you painted earlier with the normal map applied from what you just sculpted (and spec ofcourse)? I think this work flow is pretty damn cool man. :thumbsup: Cheers to progression
03-01-2008, 07:01 AM
Hey thanks Mindtraveler
there is no spec map right now , just the diffuse and normal , hopefully the render will be better, this is juste a quick one ( so this thread don't die :p)
03-01-2008, 09:30 AM
you lara croft is hot, and i think you could do what you wanted, make a lara croft with more real proportions, i'm i right ?
cool model !
03-01-2008, 01:09 PM
Hey Guillaume. Great to see some more. She's looking sweet.
03-03-2008, 12:09 PM
very nice Guillom
keep up :thumbsup:
03-08-2008, 08:43 PM
By the looks of it your going for something realistic but not quite photo-real. To me her legs look a bit short and could definitely help with her sex appeal to make them longer and slimmer. Of course what's sexy is a matter of personal opinion. I would also narrow her neck region to make her sexier and more slender. I would push the shirt up a bit to show her navel as it looks really odd and un natural how the tight shirt looks like it's being pulled down by an invisible hand. You've done a great a job but I don't like it. It's just lacking any appeal and any style. It's very generic and bland. Technically very good but artistically not so much. Don't take it the wrong way I just want to give you some constructive criticism.
03-08-2008, 09:32 PM
I disagree about the shirt, if you look at the photos on the previous page you will see that even in those it hangs down at the front. The legs could be longer, but then again do they need to be? They are in proportion to a real female, which is what I presume you were aiming for with this...
I personally don't think this is a bland model either, its a rehash on a familiar character which could have gone one of two ways...luckily you are pulling it off :)
My only comment would be her hair, its a little flat and painted on at the moment but I am sure you are going to get around to sorting that...
Is her face texture painted or did you use photos? any chance we could see the textures to date?
Anyhoo, good work!
03-08-2008, 11:42 PM
My mistake, the shirt is designed with a curve front, I thought it was a normal shirt. In any case he didn't look like he designed it as a curved shirt if I'm following the lines on the design of his model. The legs still look stumpy to me and a bit thick. The arms also look a bit thick and manly. It's art and everyone has their likes and dislikes. For me it's just a very generic woman. If you take who the Lara Croft character is suppose to be this woman is not her. She looks like she should be in an office not tomb raiding :) I would also suggest defining the knees a bit more, looks a bit washed out.
03-31-2008, 01:54 PM
Oh my. :D
Nice model, faithful representation, the textures really add a lot. Nice job.
04-02-2008, 01:35 PM
looks great, the process you followed is quite surprising, I'm learning so much, thanks.
btw, maybe I would add some work to the nose at zbrush.
04-02-2008, 01:35 PM
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