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Digital Ninja
07-01-2003, 03:30 AM

I am coming in a bit late, but this challenge seems like alot of fun, and I need the game modelling practice. So I am setting up a spot for my cool icon guy ( or gal )

I will work up some sketches later tonight and get to modelling ASAP, just hope I can make the deadline:surprised.


Digital Ninja
07-01-2003, 06:22 PM

I got my guy all sketched up and ready to go. I have been playing Dark Cloud 2 latley so that inspired me to go with a super deformed fuzzy dude :).

I will start the model today hopefully, but here is the concept.



07-02-2003, 12:07 AM
Wow, great concept!

Looking forward to see some progress :cool:

Digital Ninja
07-02-2003, 12:40 AM
Thanks :),

Here are some quick reference images for the actual model. I will post my first actual maya progress tonight hopefully.



Apt Pupil
07-02-2003, 01:58 AM
Hey there Digital Ninja,

It's looking quite good. However, right now perhaps his arms could be lengthened a bit. His elbows should be in line with his mid torso, right above his hips. Also, he has a very cute boyish face, so maybe it's just me on this one, but perhaps shrinking his body to match and enhance this cuteness could further enhance this already wonderfull character.

Otherwise, it's looking great dude, I am looking forward to seeing this little guy come to life in 3d.

Keep'em coming:wip: :wip:


07-02-2003, 03:21 AM
Your 2d artwork is always amazing, DN.

check out his site:thumbsup:

Looking forward to see what you can do in 3D :). BTW, you were always cannon fodder for me in Halo:buttrock:

07-02-2003, 03:53 AM
i think this has a lot of potential - eagerly awaiting your model!!

Digital Ninja
07-02-2003, 04:06 AM
Thanks for pointing that out Apt Pupil,

The arms definately needed changing, especially since he's supposed to have larger than normal paw like hands. I redid the reference and also gave him finger digits so I have something to animate on his hand. But I want to keep the face the same, I agree with you that a cute character should have a larger head but I want this character to have more like a grown up quality to him.

This is why doing reference images first is a good idea.

I also went to your website Apt Pupil, that hi-res vehicle you made with the guy wearing the flight goggles was amazing!



Digital Ninja
07-02-2003, 04:09 AM
Originally posted by Hirigashi
Your 2d artwork is always amazing, DN.

check out his site:thumbsup:

Looking forward to see what you can do in 3D :). BTW, you were always cannon fodder for me in Halo:buttrock:

One day Hirigashi, I shall take Master Chief and rise up against your kind. When that will be with my sad skills is unknown, maybe with Halo 2? LoL


Digital Ninja
07-02-2003, 06:24 AM

The first signs of 3D are afoot. Here is his base torso and arm W.I.P.

His original torso:


And then I made his arm and attached it. Then mirrored that for display:





K I am tired, more tommorrow! Comments and crits welcomed.


Digital Ninja
07-02-2003, 08:39 PM

I worked up his feet and legs and attached them to the torso then mirrored it, looks a bit scary right now without the head I know, but this is how the process goes for me :thumbsup:.



Digital Ninja
07-02-2003, 09:25 PM
Wooo, got the head done :),

And got lotso poly's to spare for the scarf, weapon and details.






Apt Pupil
07-02-2003, 10:40 PM
Hey there again,

Thanks for checking out my site . . . but I'll be erasing it very soon to create a new one that reflects my game artist carreer:p Otherwise, I checked out your site, and hey, very impressive! Your design sense is really good, the layout is great.

Otherwise, watch out on your polycount, there is no way that your model can be only 848 polies so far. Check out [NOV]'s thread, if you are using Maya, you will have to triangulate your mesh to get the correct reading.

Digital Ninja
07-02-2003, 10:48 PM

Actually my count is at 1690 tri's. Sorry I didn't mean to confuse anyone with the stats at the top, all the images so far are just the quads face count.

But, I didn't even realize we could use up to 4000 for the character, I thought we were limited to 2500, thats why I say I have lots of polys left to work with for details.

Can't wait to check out your new site!


Digital Ninja
07-02-2003, 11:47 PM
Quick Update,

I finished his scarf, which right now is not part of the actual model,I am not sure how I should attach it, I prolly will just so I can cut back on some polys when I tweak it.

And I also triangulated the mirrored model so You can check out the count, which is still below 2000 YAY!




07-03-2003, 01:28 AM
Very nice work. I really like your drawing style for your concept. It's also interesting to see how you model your character in such small amount of poly counts. I definitely need to sharpen my skills on this. great job!:thumbsup:

07-03-2003, 02:27 AM
Fantastic concept ! Really "pro" quality !
THe model is also getting there ! Looking forward to see this finished !

Digital Ninja
07-03-2003, 03:40 AM
Thanks guys!

I appreciate all the comments so far, this forum is really a cool place for up and coming talent so being crit by such great artists is really awesome.

Anyways some of the latest progress. I created his anchor-like weapon, and gave him his much needed tail.

And I have finished the base model under 2500 tri's so I am happy about that, so now I have roughly 1500 to work with for detail if I wanna get crazy :).



Digital Ninja
07-03-2003, 04:22 PM

I decided to add just a few minute details, I didn't want to go overboard with the extra polys so I kept the count to a minimum, its final render was 2580.




And the next step, on to unwrapping and texturing yay!


Apt Pupil
07-03-2003, 06:36 PM
I am a little worried about his fingers and wrists, they don't seem to have enoght polies at their bending points. Have you done models like these before, because right now, I don't think they will bend that well.

Otherwise, it's looking great. Keep'em coming:wip: :wip:

Digital Ninja
07-03-2003, 07:11 PM
Hey apt,

I have done low poly human characters but nothing like this creature here with paws, these aren't exactly human hands so this will be more of an experiment I guess. I had added cuts above and below each finger joint and the wrists just in case.

And the feet will not move the individual toes just the whole foot so I dont have to worry about them.

Thanks for looking out!

{edit: the new count with the added joints is 2762, still under 3000 YAY}

-DN :surprised

Digital Ninja
07-04-2003, 11:43 PM
Hey all,

Happy 4th! Err, anyway, quick update, I have finished the main texture set for the actual creature, now I have one left to do for his bandana and Anchor. I am still learning how to unwrap stuff, so if my image seems weird, well .... thats just me ;).



Digital Ninja
07-05-2003, 05:27 AM

And now for the big moment, let see if those 2 hours of texturing was worth it.

The Grand Finale ( till I rig him of course )





07-07-2003, 11:42 PM
very nice, very speedy! i wish i can finish my texture in 2 hrs :D

it's looking really decent, except it's a little bit blury and stretchy around the face area (especially around the mouth). it looks fine on the texture map, so i guess it might be your uv layout. otherwise, it's great!

I hope I am giving a reasonable critique.

Digital Ninja
07-08-2003, 12:09 AM
Thanks for the crit NOV,

Yeah I am still learning the UVW unwrapping process. The way I do it is a little unorthodox so things tend to get stretched.

If you know of any good tutorials on how to do it for maya, please post something I could check out.



07-08-2003, 11:24 AM
Originally posted by Digital Ninja
Thanks for the crit NOV,

Yeah I am still learning the UVW unwrapping process. The way I do it is a little unorthodox so things tend to get stretched.

If you know of any good tutorials on how to do it for maya, please post something I could check out.



a very handy technique I know is to apply a checker pattern to model (or part of the model) while editing the UV layout. that way, you can also easily tell where need to be fixed (stretchness). then get the squares as square as you possiblely can.

you can get the same one I am using here. (http://www.aliaswavefront.com/en/Tmpl/Maya/html/index.jhtml?page=/en/Community/Download/source_images/utility_markers/utility_markers_m.html)

hope this helps a bit;)

Digital Ninja
07-13-2003, 05:46 PM
Ok, the final submission.

render - final model posed - front 3/4 view (http://www.rit.edu/~rrk2701/render1.jpg)

render- final model posed - rear 3/4 view (http://www.rit.edu/~rrk2701/render2.jpg)

wireframe - final model posed - front 3/4 view (http://www.rit.edu/~rrk2701/render4.jpg)

wireframe - final model posed - rear 3/4 view (http://www.rit.edu/~rrk2701/render3.jpg)

texture 1 - main character (http://www.rit.edu/~rrk2701/render5.jpg)

texture 2 - characters weapon and scarf (http://www.rit.edu/~rrk2701/render6.jpg)

Character concept art (http://www.rit.edu/~rrk2701/dn_char.jpg)

Character reference images (http://www.rit.edu/~rrk2701/cgtlkguy2.jpg)

Final Poly Count [tri's] w/weapon : 3078

I tried to update the actual CGchallege site image but the updating option isn't available anymore, sorry.


07-13-2003, 08:06 PM
Nice character, maybe you should add some hairpattern and not just color if you know what I mean. Think that would improve it a lot. Anyway, good job.

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