View Full Version : Game Character, start to finish

06 June 2010, 03:21 PM
Game character

Base-Mesh made in Silo, will move on to model clothes.


06 June 2010, 05:09 PM
Beginning the clothes, starting with sweater and finishing head. I only have about an hour and half between work and sleep to work on this, so it's slow going. Will finish the hood for the hoodie and begin pants tomorrow.


06 June 2010, 04:47 PM
Hood done, pants begun. Tomorrow: Finish Pants, begin Shoes.


06 June 2010, 01:23 AM
I got carried away with the AO. Upper left is Silo screenshot, others are Maya ambient occlusion renders. So far everything is hard modeled into silo.

I thought I was ready for Mudbox, but then I realized I've never particularly liked the seams effect I get in MB, so I hard modeled them before going on.

That thing on her head is a bandanna/scarf thing - the rest is hair hanging out. I'm trying to figure the best way to do a bun on the back of her head. Not sure yet. Suggestions for how to achieve this?

Highres: (

06 June 2010, 01:41 AM
Looking good so far! She has an interesting facial structure...what's her ethnicity? And are you working from a reference?

06 June 2010, 02:06 AM
Thanks, like 4 days work trying to get some help and finally someone comments.

No, no reference per-se. I've done few digital faces, and several clay ones. Typically I choose a feature to define the essence of the character, and allow it to work itself from there - but yeah, I use referenced from random people who might possess that specific trait. Here, it was the wide nose. I wanted a prominent nose, but not overlarge, so I had to go with broad. This in turn kept the eyes a bit far apart. I'm not sure if I want to even keep it, because it seems to be the only thing people have to say about it.

Anyways, thanks.

06 June 2010, 01:35 PM
nice work! :thumbsup:
I think the bun can be made of simple geometry with some alpha planes sticking out :)

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looking forward to next update.

06 June 2010, 08:17 AM
Beginning texturing. Never done texturing for organic things before, it's very difficult going. I learned alot of things about optimal clothing UV setup, and also about normal map creation.

Silo is a great tool.


06 June 2010, 11:23 AM
no critiques ... anybody ... help a guy out?

I'm working on the low-poly texture/normal map. Anyone know how to deal with high poly projections onto a low-poly figure when the highpoly is several clothing pieces and the low is one mesh?

Also, I'm aiming for 2 maps, one normal, one texture, 2048 px square. Is this current or next gen, if the character is 8000 tri's?

06 June 2010, 11:25 AM
Also, thanks placidus - those links were great.

06 June 2010, 05:20 PM
Realtime, normal mapped with silo and maya.


06 June 2010, 02:26 AM
can you explain your clothing process and what you used I would like to study this

06 June 2010, 07:48 AM
FullSailAlien, What part are you wondering about - modeling, texturing, normals?

06 June 2010, 02:36 PM
I have basically the same question as Slowpid, but I'll answer in a general sense.

-I model the person in polys, nude. Then I model the clothes in polys to fit.
-I UV map the clothes and export to mudbox.
-I create a highpoly version in mudbox, and save as .obj.
-I import the highpoly and the low-poly versions into maya, and bake a normal map.
-I create the texture using the UVs and the green channel normal map, which acts like a guide.

06 June 2010, 08:21 PM
well Im referring to how you modeled the pants,jacket,and head accessories can you touch abit more depth into that?

06 June 2010, 06:12 AM
I just modeled them the way you would think. The headthing started as one plane, which I wrapped around the head. The jacket was done poly-by-poly. The jeans are supposed to be tight, so I was able to use some of the original basemesh to do these. I added seams where they fit naturally, and adapted them into other areas. That's about all I can say, there's no trick to it, just a lot of work.

06 June 2010, 12:32 PM
can i ask u wgy u baked maps not dircly in sculpt program?

06 June 2010, 02:29 PM
I did it for two reasons.

1.) Mudbox was giving me some major artifacts.
2.) I had three different meshes. A, B, and C

a - original, mid level, quad only mesh
b - high res sculpted mesh from mesh a
c - Low-poly mesh with triangles.

Had I wanted to make a normal between these A and B, I would have figured out why Mudbox was giving me a hard time and done it that way. But I wanted to use a new mesh, c, and baking directly to that mesh was a more direct route to take.

But I don't know much about these things. Would you have done it differently? I'm not challenging you, I'm very curious as to methods and workflows. I'd always like to improve mine.

06 June 2010, 06:24 PM
simply. export u mesh with uwv into sculpting program like mudbox. sculpt. then export the low poly from mudbox. bake the map. (for me was perfecly)
2. export. sculpt, then export u low poly and hi poly mesh from sculpting program. and bake the maps in xnormals.
once i tryed in ur way... i work with max, i have 4gb ram. what i can say max can,t handle 4mln polys mesh to bake the map

06 June 2010, 06:36 PM
Yeah, my way is similar to your second except I baked with maya instead of xnormals.

Also, your first way doesn't allow you to use a true game ready low-poly mesh because such a mesh is extremely poor for sculpting in mudbox (because it's not quads).

Anyways, your ways work too. I'm going to give Xnormals a try and see if I like it more or less.

Thanks for your input.

06 June 2010, 06:08 AM
Not strictly game modeling (or even related, except 3d and maya).

Created this eye for a beauty render of the high-poly elements.

Modeled in silo. Screengrabs from the maya and silo viewports.


06 June 2010, 09:05 AM
First try with sss ... ever. It's rought stuff. After countless hours reading about it and even more messing around, I still feel like I have no grasp on it. I'm trying not to get that 'made of wax' feel, but doing so is turning out very hard. If anyone has any resources for tutorials that explain all the mapping and etc. needed, I'd appreciate it. So far, all of them just skim over the more technical parts.

Anyways, I like some things about it. The scarf texture is too rough, looks like canvas and it's too thick, so I wont be using it.


06 June 2010, 11:57 PM
Thats a good start! I'm not sure if your going for a stylized model but her eyes are too far apart. The "scale conversion factor" is the most important setting for SSS in mental ray. I thought you were modeling a game character? Hope that helps. Good luck!

06 June 2010, 12:54 AM
THe eyes look too bright and far apart. The skin needs a texture. The cloth looks a bit harsh: make it less contrasty, and maybe reduce the scale, and put this information into the bump.

06 June 2010, 09:22 AM
Is this better? Mudbox screengrab.

06 June 2010, 01:10 PM
The corneal bulge looks like it is protruding a bit too far, and the iris should be angled out toward the center if you want it to be realistic. You should also turn on refractions on your cornea material so that it bends light properly when entering the eye.

Good work on this so far, I like the stylized look of it.

06 June 2010, 01:57 PM
With updated anatomy. Back to work for me, so very little time recently to experiment. I can't figure out how to use the SSS effectively, and get rid of that wax-doll look. Sigh. The one too the right is too SSS, the ones to the left are too dull, and I can't find a middle.


06 June 2010, 06:37 PM
First interior scene, trying to learn about lighting and rendering. Posting here so I don't have to muck things up with a new thread. Silo and Maya.

06 June 2010, 03:46 PM
Great model, keep it up.

07 July 2010, 02:14 PM
This is my attempt towards working with complicated objects for render. Laptop model was done in silo in a couple hours, then figuring out v-ray for Maya took several days. This is my first decent (to my eyes), render.


also, now that I've posted it, I realize for the first time the screen is flipped horizontally.

07 July 2010, 09:43 AM
that looks good but it seems you faked Depth of field by blurring two vertical bands on the left and right of the render.And it looks wrong.the left corner of the laptop keyboard is blurred, the right corner isn't.But the parquet behind the corner isn't blurred too.The background should be blurred, for example everithing that is immediatly behind the laptop and the futher objects. then the laptop should be sharp and everithing that is between the camera and the laptop should be blurred.

maybe you just wanted to add blur on the edges of the camera.. i don't know..

did you render it in vray for maya?

07 July 2010, 05:33 PM
with gloss screen and no blur.


07 July 2010, 12:43 PM
mmm lcd screen dont reflec enwiroment, unless it off

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