View Full Version : Character Wip : The Host

02 February 2010, 05:41 PM
Hi guys iv been working on this character for a few weeks now and though it was a good time to post the work. This guys is concept from Hoang Nguyen sketch book "Hard boiled to the max" iv kept the character as true as i could to the concept but the colours were my own idea. Currently the character is hitting 9836 tris but i still need to add in some teeth and a weapon.

Hope you guys like C&C very welcome as im new to the whole game side of 3D

02 February 2010, 06:08 PM
It would help if you could post your texture sheets as well. As it looks now, the texture looks kind of simple, mostly flat colours. A wireframe screenshot would be good as well since it doesn't look like 9000+ triangles. It's a good start but you can push it further :)

02 February 2010, 06:46 PM
Hi urgaffel thx for the post here are some wireframes + texture sheet. The jacket is seperate from the character is this good for games or bad? for the texture i used polypaint and the remapped the texture using xnormals, And when you say it dosent look 9000+ tris is that good or bad :p

02 February 2010, 07:27 PM
Heh Ken, I hope things are going well ?

Nice start on this character. I agree with urgaffel that you could probably use the 9K better to make it work more. As it is now there are many edges that do not contribute to the overall form only the poly count. Mainly in the head area. A pass on optimizing the model would help. Keep going with it.

For the jacket you could do 2 versions one without and one with. The version with the jacket can have any geometry that's beneath it deleted to reduce overdraw.

You could push the texture to get more defined details into it.

02 February 2010, 08:15 PM
Hi anto great to hear for you ill send ya a pm on what iv been doing :D.

When you saydo a pass on optimizing do you mean i should clean the model up? or add in more tris to follow the form? For the head i retopoed it from a hi res zbrush model. What do you think i should do on the texture side as its not really a strong point of mine.

02 February 2010, 10:04 PM
Hi urgaffel thx for the post here are some wireframes + texture sheet. The jacket is seperate from the character is this good for games or bad? for the texture i used polypaint and the remapped the texture using xnormals, And when you say it dosent look 9000+ tris is that good or bad :p

I mean that it doesn't look like you're using 9000+ triangles, it looks like less. Which isn't great ;)

02 February 2010, 10:56 PM
For optimising I mean weld vertices or delete any unnecessary edges that don't add to the overall form unless they are there for deformation reasons or unwrapping.

You could easily reduce the amount of geometry and it'll still look the same or better if you model it a bit more. For the texturing what style are you going for photo real ? Stylized ? Hyper real ?

I feel as they stand you need crisper more solid and clearly defined details. At the moment it's all a bit loose. Gather photo reference, spend time laying out the details you want. I usually do a simple pass drawing all the shapes I want on the texture with flat colour and line art before touching any finer details or lighting.

02 February 2010, 04:13 PM
Thanks anto iv been reworking on the tris today and i got them down to 7346 on the character but the jacket is still at 1220 tris :shrug:so now iv got it sitting at 8566 and as you can see below the silhouette still looks great i got a few tris around the character but i think i have the in places that are ok. For the texture i dont know what to do =( maybe Stylized i guess part real :P if that works. I want the parasite to look squid like and like a slimy eel but i also want it to look black.

02 February 2010, 06:44 PM
That's looking better. The jacket was fine in the 1st place :thumbsup: What workflow are you using. Do you intend to paint and sculpt the hi poly in zbrush and then bake all the maps ? If so I'd leave the optimization until the end.

Try some colour paintovers on the model to quickly try out different colour schemes to see what works. I would not be afraid to have the "squid" brighter and more colourful than black. Gather some images of squids for inspiration. This will help you later with texturing.

02 February 2010, 08:01 PM
Iv already done the hi res with texture maps in zbrush i then bakes it back onto the low uv res using xnormals and thats the colour map that i got above + AO map from xnormals

02 February 2010, 05:12 PM
Well working on the colour again as you were right anto he did need a bit more detail to breat up the colour on the head. This is were im at so far i think he is looking really good now but the face still needs a good bit of work im going to lighten it up a bit and mess around with it.

02 February 2010, 12:29 AM
Hi guys iv been working on the head texture a bit more and im really happy the way its turned out but do you think i need a bit more colour in the brown? Iv also created an eye texture. The image below is a render from maya the spec map is just a test. Let me know what you think of it.

02 February 2010, 05:24 PM
That's looking better. It could still do with some crisper details. Maybe look at elephant skin or other animals for the finer details

03 March 2010, 07:25 PM
Hi guys i need some help with this characters maps. In the image below you can see marked in red a seam that i can not get rid of :( i have tried everything im creating the normal, diffuse, AO maps in xnormals and the are all coming out with the same seam i have upped the padding to the max and still nothing. Have you guys any tips as iv also added the diffuse + normal map below.

PS the diffuse map has AO map overlayed.

03 March 2010, 02:36 AM
Thats one strange concept, looking good though!

Those seams seem (no pun intended) like they are coming from where the fish thing is joined to the head. One problem I get alot is that max will be 'special' and create overlapping polys and verts. Check to see if thats the case (y) otherwise couldnt it be a clone tool fix in photoshop if its nothing to do with the geometry itself?
Hope this helps

03 March 2010, 04:14 PM
Is there a hard edge in that area of the model ? Maybe some unwelded verts ? Have you moved the UV's since baking out the texture ?

03 March 2010, 08:45 PM
Hi anto the answer to all your questions is no i thought i had it sorted the other night but i must of been tired and was seeing prefect normal maps but the next morning it was all messed up again :( iv tried everything even reUVing headus but nothing is working i was hoping to finish this yesterday but this has set me back big time :( Its not just the normal map that is showing this line my AO + diffuse bake are also showing these lines i know the can be painted over but i would really like to understand why this is happening. Here is a pic of my normal map uv layout.

03 March 2010, 02:20 PM
I dont know why but the uv were causing a crease like seam so iv joined the head and the host uv's together and it has sorted out the problem but it also means reworking the uv layout that i had and rebaking the textures but all i all this will be good practice in the end. Hope to have final renders soon

03 March 2010, 02:48 PM
this tutorial might help you: (if you still need help :P)
its for max, but the theory works for other 3d packages aswell. it realy helped me once when i painted a texture all by myself and could not get rid of a seam.
i dont think this will help with the normalmap but you can give it a try.
it might help if you just use a flat normalmap at the area around the seam. (but it could also look strange then :P)

03 March 2010, 11:18 AM
Cheers Picaboo thats a really cool tutorial i think ill give it a try and see how it works out :D

03 March 2010, 07:20 PM
Is there a hard edge in that area of the model ? Maybe some unwelded verts ? Have you moved the UV's since baking out the texture ?

Did you check those previous points I mentioned. The fact welding the UV shells fixed it seems like it may have been one of the above. If it is showing up in all the bakes it's clearly a geometry issue. My money is on smoothing groups.

03 March 2010, 12:11 AM
ok cheers anto, when checking your question above i did hard edge the full model then i set them all to soft again and nothing happened but i didnt know maya had smoothing groups until i searched online and found out that you can add the model to sets and then soft edges. Thats what im doing now but here are some images of the character with light set up im using point lights here and i like the way they are working. ( ( ( (

Im going to to repaint the boots + the bottom of the trousers as i think the look very strange.
on the head iv created a spec map with a purple tint to it.
Still a lot of editing to do but fist ill try your tips anto fingers crossed.

03 March 2010, 10:07 PM
Well I havent posted in a while and during that time i have finished the character to a standard that im happy with. I have learned a lot from doing this character good and bad. I hope to push my self a lot more on the next project and also to get it finished in a time scale suitalbe for the games industry. I hope you all like some of you might think its not finished or even a good standard but im really happy i finished it and i love the way it looks ^^

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