el Zorro


#21

@fihel: thanks :slight_smile:

@koles: i haven’t done anything on the body yet, i guess i’ll start soon
i’m not going to do lesser quality on the body too, would be stuped, eh? :smiley:

@komoo: i just started the ears, i guess my girlfriend should do the rest :wip:

@rollin: no it ain’t hard finding my stuff, you found it can’t be that hard for anybody else :beer:
i’ll doo more saturation on the ears :slight_smile:
what do you mean with the natural hairflow, it’s combed to the extreme :smiley: ok i’ll change that (but i should use deep paint at work for it -.- )

thanks for the replies


#22

Hey Neox,

saubere Arbeit… mal wieder :slight_smile: Vielleicht verrätst du uns hier, um wie viele Polygone es sich zur Zeit handelt. (Ok, ok, ich frag dich auch nie wieder :smiley: .) Der Kinn und die Nase schauen etwas übernatürlich hell aus (besonders der Kinn). Vielleicht könnte der Mensch ein 3Tage-Bart gut vertragen :wink: . Ich habe das dumpfe Gefühl, dass dieser Zorro (wenn er fertig ist) einen übermenschlich grossen Kopf haben wird. hehe ein Zorro mit Köpfchen :wink: . Achja, damit nicht nur du den Ruhm hier einkassierst:

Gruss an deine Freundin: saubere Arbeit, weiter so:thumbsup: Zeig´s Neox!:rolleyes: :slight_smile:

Neox: Ich hoffe, dir geht´s besser. Wenn nicht, gute Besserung. Ich bin gespannt auf die Fortsetzung.

peace, pete


#23

next time please ask things that might be of public interesst in english :slight_smile:

he is planned to have about 6-7k polygons, the head will have about 15k polygons with mask and hat (and turnable eyes and he will have some teeth)

he won’t get a 3 days beard (sp?) he is Don Diego de la Vega a rich spanish owner of a large estate, he will be shaved, thats for sure :stuck_out_tongue:

and why shall he have a large head? you haven’t seen anything of the body yet o.O

ok here is a quick concept of the clothing for the upper body, any suggestions?


#24

Excellent work so far - the textures really give it some oomph!
I wish i could paint low-poly, realistic face textures that well!
Are the eyes painted on though? Isnt that a no-no for todays games, what with moveable eyeballs and all?

The sketch for the body looks cool - keep it up


#25

Great texturing, he looks scarily like a guy I know from college. Same facial hair and expression.

For his clothing I’d imagined something darker with maybe red trim/highlights. Something to make him look more dashing…


#26

Hey Neox, good lookin out for us english speakin people. hehe I like it, me and my brothers used to stay up on fridays (we called it "sleep on the couch night) We would watch the old batman and robin show with adamn west, then zorro. I haven’t really even thought about him in years. Looking real good. I’m all nostalgic now…can someone give me a hanky… :wink:


#27

@andy: sure the eyes are painted, why shall that be a no-no:shrug:
http://neox.gfx-scene.de/public/pictures/3d/wip/Zorro/eyes.avi
ok i have to work more on the shading of the eyes to let it look better in extreme situations, but no problems with painted eyes :smiley:

@archangel talon: overall black clothing would be could for zorro, but i’m working since years on a strategy game, i have to put some contrast in my characters, maybe thats wrong but an overall black character isn’t an interesting thing for the eyes, maybe i could darken the shirt a bit ab it would be sooo greyish… hmmm has anyone some suggestions for that problem? having contrast but making him overall darker? :confused:

@wayne: we chose him because there where soooo damn much cg batmans, but there is no Zorro, and the characters aren’t that different, normal humans, rich men, who fight the evil masked ^^
i searched conceptart and cgtalk for zorro and no results so i thought it would be better to do this character, more unique as another batman :wink:


#28

next time please ask things that might be of public interesst in english :slight_smile:

I don´t think my questions are really of public interest. It´s rather your answeres :slight_smile: -but thanks for rating the importance of my questions so high :slight_smile: -

he won’t get a 3 days beard (sp?) he is Don Diego de la Vega a rich spanish owner of a large estate, he will be shaved, thats for sure :stuck_out_tongue:

You´re absolutely right and I´m absolutely wrong. It´s just: I´m an action-guy and if Zorro has a bigass non-stop “save the weak from the evil” job in going which might take more than one day, he´s not gonna have time to shave himself… :rolleyes: uhm… I see you don´t want to put him in “badass” “non-stop” “save the weak from the evil” action which takes more than a day, so let´s forget about this :shrug:.

and why shall he have a large head? you haven’t seen anything of the body yet o.O

Call it a man´s intuition.

Don´t take me seriously and many excuses if you felt offended by any of these comments of mine. I didn´t mean to. Keep up the good work:thumbsup:

peace, pete


#29

i didn’t feel offended (it takes more then this to make me go crazy :twisted: )
i was just wondering what you mean :wink:


#30

My mistake!
I thought that the eyes were not seporate objects - that they were painted onto the face geometry itself.
Youve done an excellent job on them - any chance you could show your map for the eyes? I have problems painting eyes that move around on realistic games characters. I find that i cant paint any shading on them because it ‘sticks’ to the eyeball as it moves around in the socket.


#31

sure no problem :slight_smile:

just grabbed it out of the texture, it’s not the last version but i didn’t change that much on it :slight_smile:


#32

looks great, but i was reluctant to paint the shading and especially the specular because they are dependant on the light angle - it seems to work ok on the avi you showed me though.

nice work!


#33

Hi GRATE model so far i really like, in fact i LOVE IT:love:
heheh

But i have one question how did you do all that eye moving thing… the eyes are painted on the head model where the eyes are “stuck on” right. the eyes arn´t seperate geometry?. if so how did you move the eyes, just by moving the texture or what and what program do you use… i would love to know how to do that eye moving thing(3d max7)…

Once again very nice model…

Regards
Bardur


#34

Actually, now that bardur said that, im curious too. Ive not seen any wires, so im curious to know if you are actually using seporate eyeball objects at all?

Either way - ive added more shading and a specular hilight to the eyes on my character (im doing some games characters at work) and they look loads better. Ta!
I guess i was counting on real-time specular hilights too much - aint nothing like a good old painted eyeball!


#35

@andy: i don’t have fancy pixelshader eyes to create right (per pixel) highlights, well i could put a highlight on it but this will depend (in engine) on the triangles of the model (like in the max viewport if you pull the specular higher) so i’d have to teselate the mesh pretty high to get a sharp highlight… of course you are right, it won’t work with every lighting situation, but i definately think, that noone (especially not the “ordinary” players :wink: ) will see it, but they will see it if the highlight is missing, it just gives some live to the eyes :slight_smile:

@bardur: for the eyes i created a geosphere, set the geodic base type to ‘octa’ and the segments to ‘2’, then i deleted the backfaces (just the back half, it wont turn more then 90°)
then i made two dummies and placed them in front of the head, centered to the eyes X and Z axis, and about half a meter away from the head, then i created a third dummie right in the middle of the eyes. Then I linked the first two dummies to the third, ok going to the motion panel and adding a ‘LookAt Constraint’ to the left eye and took the left helper as the ‘LookAt Target’, now the eye will rotate awkward, so i set the ‘Keep Initial Offset’ to on… Thats it! The eye will now follow the helper, same with the right eye and the right helper, now you have control of both eyes seperately with their own helpers and together with the third helper :slight_smile:


#36

u are so good neox … I am your personal fan. your work is awesome! =) … but u should play more WoW :smiley:


#37

It’s work like this that makes me want to try doing some game models. Looking real nice, as others said, the texture really makes this shine.

I’ve gotta start paying more attention to these Game Art boards, theres some cracking work here.


#38

SACK!:beer:

@woof: thank you :slight_smile:


#39

Hi And thanks for that explanation (even though i knew about the look at constraint stuff):smiley:
i guess many other 3d artists will find that as a grate help too… Thanks once again:thumbsup:

Regards
Bardur


#40

There is a way to do this which is explained in this book. Even though it’s a Maya book, you can do the same in max. I’ve seen it done recently in DEVIL MAY CRY 3(one of the machinima segments has a close up of the girl’s eyes).

Basically it’s just another peice of geometry with an alpha and spec map for the highlight specular that sits on top of the original eyeball. When you rigg the eyes, the alpha/spec geometry gets skinned to the head while the spheres underneath gets rigged to the eyeball joints. When the eyeballs move around, the highlights stay in place and by adding a spec on it, you can isolate the highlight to one area.

As far as the model, I’m totally envious of your texture painting skills. Well, yours and the chick you’re working with that is.
Great Stuff!

-pod :slight_smile: :slight_smile: :slight_smile: