View Full Version : Suri

01 January 2010, 11:40 PM
hi this is my first post here, so hello CGSociety ive lurked around this site before, but im trying to get more involved with the 3d community sooo. . .yeah. lol

any way im working on this character right now, my goal is to have him meet all the standards for current gen game characters. any crits or comments would be very greatly appreciated.
also ive never made a proper game character before so i was woundering a few things about the technicalities

im about to start the retopo for this,
my aim is to make this character completely ready to put ingame,
so i was wondering how many triangles should the low poly mesh have
i was doing some digging and i found that a good amount of tris for a current gen character is 8-15k, is that pretty accurate?
also when im building the low poly do i make everything into one mesh? specifically on this character do i keep the body under the armor or do i just get rid of that and make everything one solid mesh (if that makes sense)
and when i texture this can i split it up into separate into seperate maps, and what should the resolution for the maps be?

thank you for your time and im excited to be here!

01 January 2010, 04:43 PM
Looking great so far.

Unless the character is going to have a change of clothes, he should be modeled as one mesh, no chest/belly/butt underneath the clothing.

An even texture distribution is a smart thing to do, so the pixels are all the same size across the model. For the best in-game performance, we try to put all the textures into one bitmap. Depending on the hardware, specifically how well it handles transparency rendering, the hair and other transparent bits might use a separate shader and a smaller bitmap, so you aren't wasting all that blank alpha. Another reason to split maps would be for interchangeable bits like armor, clothing options, weapons, or pieces that need to have different texture sets (like team colors).

The proportions seem a bit odd to me. His legs are very long for his torso. The fingers are not in an arch, they're running straight across the palm. His hips and buttocks are very small.

It's coming along great, keep going!

02 February 2010, 09:49 AM
slow progress, i havent had much time to work on this

does any one know how to get multiple objects with different uvs into marmoset?

02 February 2010, 04:48 PM
Proportions still look really odd to me. Have you adjusted them?

02 February 2010, 09:17 PM
strange, this is actually my first time seeing your first post, anyway thanks, its very helpful, ive made a few tweaks since the last update, let me know what you think

02 February 2010, 09:43 PM
Fingers are shorter, but they're missing the curvature across the width of the hand. All the fingers seem to be placed in a straight line along the edge of the palm.

And the fingers and their knuckles are all nearly the same length as each other. If you look at your own hands, you'll see the 1st knuckle on your pinky is much closer to your palm than the 1st knuckle of your middle finger.

Butt also seems very flat, hips are still a bit odd. What reference are you using?

02 February 2010, 10:53 PM
i see what you mean with the fingers now, and ill try to plump up the butt a little, it used to be a little bigger but it looked to big, ill try to find a happy medium, im not using any kind of reference though, besides a few muscle charts when i was building him

02 February 2010, 11:13 PM
im not using any kind of reference though, besides a few muscle charts when i was building him

That's the problem! You NEED to use reference. All the professionals do it, for a very good reason.


02 February 2010, 11:22 PM
thanks for the suggestion i will definitely take that into consideration on my next character, honestly though i always assumed that pros were to good for refs :p lol.
ill be making more characters in this style,
im attempting to make a game using the UDK, so your input is very helpful and appreciated :D

02 February 2010, 03:43 AM
Some are good enough to go without refs but thats just because they have spent years building up the process in their minds and have mastered it completely. We have a long way to go untill then :D

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