Goldeneye:ra-miniboss Heads (low Poly), Eoin Colgan (3D)

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  04 April 2005
Goldeneye:ra-miniboss Heads (low Poly), Eoin Colgan (3D)

Title: Goldeneye:ra-miniboss Heads (low Poly)
Name: Eoin Colgan
Country: Ireland
Software: Maya, Photoshop

Coming on late on this project I had the opportunity to model and texture some NPC enemies for the game.

With restricted Poly (I had 600 for head) and texture (256x256) budgets I had to push in as much detail as possible into limited space.
Images are “print screens” from Maya viewport with “no lighting”, textures hand painted in Photoshop 7.

Asymmetrical detail was achieved by working on such details on a per face basis towards the ends of texturing. This helped out as more resolution could be spent on entire face (as opposed to giving both sides of face completed texture space for maybe one or two minor markings on face)
Rather than go for the usual “tough guy” faces you see all to often in games I tried to add a little more character to each face and try something new each time..

First guy was inspired by Clint Eastwood, with a hint of a classic German stereotype, as he was one of Goldfingers main men I gave him a golden hue and piercing light eyes to suit the look.

Second guy was my take on a tough Asian American looking dude, with a small bit of inspiration from ‘Temuera Morrison” for ruggedness (i know hes not asian!).

Third guy was an older dude who still had some street cred!! goldeneyes men were meant to have a slick factor no matter what age:]

I'll post some more work when I dig it out and organize it.

UPDATE: (April 7th) Oh heres a few grabs from the first head showing the build up of detail. Just though I add it as I like seeing this sort of stuff myself :]

I do get a kick out of doing restricted low poly work but am glad to say Im currently working on Next Gen graphics at EA. More to come soon...

Comments welcome, Cheers,

  04 April 2005
Cool models, and a cool game, the texture maps are real nice and they each have their own character,which is good, tell EA we want system link bot's and a system link campaign for 2, that would kick a**.

Anyway I think they look great, worthy of a good fragging.


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  04 April 2005
hey thats unfair.. we are all trying to get this good shading on the skin with rendering and you paint it.. hahaha
jokes aside , this is really one of the best low poly characters i have ever seen...

i especially liked the old guys look on his face..
the only thing that bothers me is thier ears. i know you have polycount restriction but maybe just a bit unblurred textures for the ears could make it much better..

  04 April 2005

Really like the faces very nice style but it has that old quake 3 unreal 2 feal to it, why not use photographic reference for the textures instead of hand painted or combine the 2 for more realism? I would recommend that especially if your working on nextgen stuff. Unles your going for a cartoony feel of course. Great work!
  04 April 2005
They all have the same eyes, the same expression of the face. Why not make them a little different? I think the textures need a little improvement, but very good job for a low ploy!
  04 April 2005
Jud: I’ll see what I can do! Cheers man.

Smaug: Tell me about it! That what Im at right now, trying to get the skin looking natural on Next-Gen along with a whole load of other stuff, the whole art pipeline is completely different, but really enjoyable! "Zbrush" is my best frind right now :] Roll on next gen graphics!!

Infinite: Yeah the painter style was a deliberate style to the game, it helps to make the characters features “pop” from a distance. They wanted a slightly stylized look to the characters in-game, to be honest I enjoy this method much more to using direct phot ref.

Alexki: your probably right man, I would have had more varation if deadlines werent so tight, although a lot of the expression is left to the animators to handle.

Here another character that got included toward the end of project, they wanted to get a Dr.No soldier in with exposed arms, so I gladly obliged! Modeled using 1800 triangles.

Last edited by eoin : 04 April 2005 at 01:40 AM.
  04 April 2005
These are absolutely incredible... "creme de la creme". Wish I could paint textures like that Beautiful.
And remember... don't squat with yer spurs on... :]
  04 April 2005
I agree with everyone! Great job!
Compositing Sup
  04 April 2005
I feel so jealous, shame on me, i look at your work and i wanna jump off a cliff !
  04 April 2005
I don't remember his name but he was the lead animator/rigger for Rouge Agent. He had showed us these at the Alias Booth at GDC. I remember him making a point to tell us that all the textures were done on a single 256 map, as requested by you. They are mighty nice. Rock on.
Make it fun
  04 April 2005
awesome facial textures, well done.
  04 April 2005
Paddy Power In The House!!!

Eoin i love it! Its all good man... pro-styler in the house!


heres my cgchat comp entry...

Comp #26 - Lord Wilfred and Iron

Last edited by Wildstyles : 04 April 2005 at 02:43 AM.
  04 April 2005
freakin amazing work man

  04 April 2005
frontpage stuff. Great textures.
My 3d works thread
  04 April 2005
Thumbs up

great work!!!
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