Game character


#21

the image doesnt seem to be active now , it comes to me as a red cross


#22

oh ok , i found it now on the website anyway , very impressive work


#23

very impressive work…

cool character :slight_smile: :bounce:


#24

If you would provide a different angle on the character it would be a lot easier to be constructive with a crit. Can we get a full body shot or maybe a mid shot?


#25

I am very confused by this post. I dont understand why this model is labeled as a game character. Don’t get me wrong, it looks great. But there are more polys in its head than an entire online game character would normally have. I know this cause I make online game characters. Plus I am not sure what you would do with just a head.

You have a good start as far as concept and texture goes. But to really call it a game character you need to drop the poly count at least by half in the head and give it a body (unless it is some type of flying head monster). Plus you need to post the specs of the model and the textures that you used.

Game characters are not only about looks. They are about functionality and efficiency. This example atm does not look like it belongs in a game.

None the less it looks great! Though I wouldn’t label this a game character, at least not yet.


#26

Is this for in-game or cinematics? That looks like a 2048 texture on the head alone, and I don’t know any game engines who are fond of that.

Interesting texturing, though, but a good bit of stretching around the nose. If this is a real-time character, I’d like to see how he’d really look in the engine (no anti aliasing, no DOF, 1k maps maximum, and a couple of lights with no shadows). That’s the true test of a game model, to me.


#27

Maybe is for a game of the future :smiley: LOL

We want to see the full body model, the polycount, and the full time engine render.
Your model is great, but I think it doesn’t have anything to do with a game model…


#28

@Freakshot: Maybe he’s working on a Next Generation game?

It also seems a little overpowered to me for todays engines, but for a next generation game for 2006 or a next generation gaming console I could imagine these specs to be “default”.


#29

Character kan have even more polygons, that’s not a problem. If the envirement is very simple or small. And a game engine can take a image like 2048 by 2048. If you use mip mapping (dds files, automaticaly generates them) you have at a certain distance a lower image resulotion, reducing to 1 by 1. A normal gforce 4 can take it. I use for a street (highway crossing) image sizes like 1024 by 1024. When the world gets bigger or the card can’t take it, it will reduce it to 512 or even to 256.

So I don’t see there any problem. When you model a character with subdivions, you can also easily rotate around the object. newsflash: you all are working in a certain 3d engine.

Edit: oyeah, nice work, very nice :wink:


#30

I like it, as to the design of the character. The bonds that are across the lips. I think that the bonds should start above the inside of the lip area (like it does on the bottom) That way it makes more sense the lips being constrained shut but is really cool.


#31

This is how you present a game character.

http://www.cgtalk.com/showthread.php?threadid=116825

I am not sure if he was going for “Next Generation specs” or plans to optimize the mesh or use mip mapping or whatever. Sounds to me like just a bunch of excuses. If he plans on using anything excesive other than industry standards of normal modeling and texturing, it should be noted. If he doesnt, it just looks like he doesnt know what he is doing.

I just dont think it should be called a game character. A good looking render, yes, very much so.

A game character, no.

He doesn’t need critiques sugar coated. People need to tell if him if something isn’t right. And I am not attacking his artistic abilities. I just wouldn’t submit that to a game company and call it a game character.

If he wants to make game characters, he has the potential (no doubt), he just needs the know how.


#32

Interesting charecter, could you give us some background info on who he is in the game. The concept on his face is really different. I’ve been wondering, what is the barbedwire-like stuff on his face? Is it just a concept that you came up with and decided to use; or was it a premeditated concept in the charecters personality? I don’t mean to pry but I’m curious what that stuff is, I’ve never seen anything like it before:thumbsup: .

The detail looks great. Thanks for posting it.


#33

From that one wire shot, it’s way to heavy, even for the upcoming ‘next-gen’ engines (doom, HL).

Still a cool render, I’d like to see the camera pulled back a bit, it’s hard to get a nice look at the character when the shot is so close.

-Kol.


#34

:thumbsup: awsome!!!


#35

Love it. man xsi4.0 aftereffect looks like a cool program! :thumbsup:


#36

I wouldn’t think it so unusual to use higher rez textures for nice girlie show-off renders… also (I can’t read the original post now I’m typing this) but the platform of the game will dictate poly count too, I know characters can be 5k tri’s these days, higher on consoles like the xbox…

Some full body renders would be cool to see.

Cheers!


#37

Impressive character ! Nice colors and rendering. I agree on the neck and ears. The texturing on the left and rigt of the nostrills seem stretched compared to the rest, or is it ment that way.

Anywayz, the quality and feel of the overal picture, maybe the hardest to achieve, stand above these little flaws. Well done !


#38

great nice genial… it looks very good! much Probbs


#39

:love: It actually makes me feel something… can’t place the feeling … hum… I believe I am disturbed… yea… that’s it

great work… :slight_smile:


#40

interesting work…very original