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Old 06-04-2012, 07:33 PM   #1
Haoko
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Joel Svalsten
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The Old Lady

Hi i just made this game character in form of an old lady.
I may do a render later of the high-res but this is the lowpoly version rendered
using its normal maps in mentalray then the shadows
from her hair did not lock that well in viewport 2.0

Programs used
Maya - Mentalray
Mudbox
Zbrush
Photoshop - nDo2


R
endered in Maya using Mentalray background is just a picture, and some sharpen is added within Photoshop.



Rendered in Maya using Mentalray, and some sharpen is added within Photoshop.

Last edited by Haoko : 06-05-2012 at 03:10 AM.
 
Old 06-05-2012, 02:57 AM   #2
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Here is samples of the raw textures used.
The clothes use an resolution of 2048*2048.
For the skin its at 4096*4096.


Picture shows the Normal, Specular and Diffuse map for the clothes.


Picture shows the Normal, Specular and Diffuse map for the models skin and eye´s.



Edit - This is the current textures used:

Last edited by Haoko : 08-24-2012 at 07:37 PM.
 
Old 06-20-2012, 06:07 AM   #3
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.. So I think this is awesome..

It's absolutely subverting the cliche of what game-characters are thought to be, and it's excellent. I've no comment about polycount, or texture budgets -

I just think it's wonderful.

Your Green Specular mask - it's inspired. It reminds me of transparent oil-painting techniques, where dark green was the base-colour underneath flesh-tones.. However, I think for green to work effectively to suggest structures and tissues underneath her skin (if that's what you're aiming for), the green colour should be in some kind of faked Sub-surface scattering function, in the shader.

Old skin isn't often tight enough on the soft tissues of the face to give much of a specular reflection, and it's only when it's hanging over bone or cartilage, that it gets stretched - and it becomes shiny under tension.. and when it happens, I think it's a plain white specular, human skin isn't really iridescent.

As a side-note, I'd consider knocking the skin texture down to 2048, or even 1024: the difference in resolution between the face, and the body/clothes, (I think) is too great. If it's a hero-model, increase the clothes texture-res to better-suit the face.

And maybe some subtle, baked AO to give the clothes some further richness? It could go a long way to give the character a little more presence.


It's a brilliant, wonderful thing you have I think it's just great.
 
Old 08-24-2012, 07:31 PM   #4
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Thanks for the reply and all tips. I'm sorry if i upset you with not enough info of what i was doing here i know there's allot more to game graphics than just model, texture and export it. Like optimizations, illusions, tweaks and allot more.
I aimed for around 10,000 Triangles, the model is currently at 9849 might ad a few for better rigging.
And the raw textures for the clothes use 2048*2048 and 4096*4096 for the skin. But then i scale them down to witch (power by 2) resolution i need later preferably 2048 or 1024 as you said.
Ethan tho i do experiment a bit with a faked SSS shader i have no plan to apply that on this model. The green specular is just me messing up by posting the wrong/old texture
That one was not yet desaturated with a little hint of blue. But green on SSS shader's is worth looking in to.

Time to post an update with the model implemented in an game engine.
Unity3d will do:


Picture is a snapshot from Unity.


Picture is a snapshot from Unity.


Picture is a snapshot from Unity.


Picture is a snapshot from Unity some minor edits within photoshop.

Here is an simple animation i made with a test rig:

Animation is snapshot's from Maya viewport 2.0 composited in Photoshop.
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Old 08-27-2012, 06:42 PM   #5
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Kung fu granny. LOL

I feel the neck is a little too long, & totally not feeling the wool hat. Otherwise, great job.

Finally an old person 3D model here at CGTalk that is interesting & complete (full model), instead of yet another expressionless, portrait of an old person.
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Old 08-27-2012, 08:12 PM   #6
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Yea your probably right i noticed that to, i will change that next time i export. But i think the test rig is not perfectly placed in the neck so it look a bit weird also the feet looks strange because of that. I will do a proper rig if i use her in my little game project later.
Do you think i should remove or improve the hat?
I have a few more poly´s i could use to add some details and i think i now a way to improve the normal map a bit.

And thanks for the response and critic, always good.
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Old 09-04-2012, 08:26 AM   #7
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This looks awesome.

I like the idea of her wearing a hat, but I'm not a fan of the texture. Right now it doesn't really look like any particular fabric.
 
Old 09-15-2012, 12:25 PM   #8
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The hat is not the problem, but the quality; modeling & texture can be much improv

A reference for you.
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Old 10-08-2012, 07:21 PM   #9
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yeah!

Hahaha realy cool Haoko!
She look a bit like you, did you model your granny?
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Old 10-08-2012, 08:24 PM   #10
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Haha yea you are probably on to something there. She locks a little like my granny but its not her, this model is imaginary.

I will make a better hat in a future update, thanks for point that out.
And honestly i think the hole model could be improved allot but i have no plan for a big change at this point.
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Old 10-25-2012, 08:11 AM   #11
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ha that is very neat. very unique look
 
Old 10-25-2012, 08:11 AM   #12
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