Game Icons - Character - Hirigashi


#14

Just texturing. WIP pictures. Texturing is my worse ability as a 3d artist. Anyone have suggestions on how to make it better, i want to listen!


Please leave some feedback. I seem to get very little:shrug:


#15

is his head gonna be wearing a hood ? or is it going to be feathered with a ponytail ? if feathered I would paint them in try to avoid just using solid colors … I suck at texturing too.


#16

Saturday afternoon update. Its very muggy here in Jacksonville, good to stay in an texture. Working on texturing, man do i need a texturing class. lol. Changed the head back to a black color and added feathers on the skin layer. just texturing like crazy.

Please leave some comments :slight_smile:


#17

wow he looks like a full blown psycho! nice work :wink:


#18

Looking sweet!

Hehe, like i said before, love the sais :).

Can’t wait to see the scene you put him in ;). Now that they got my registration fixed hopefully I can come up with something this week for my entr, deadline is gonna be tight :shrug:

-DN


#19

Thx Digital Ninja & Buck, for the comments :slight_smile:

texturing can be so frustrating sometime, ila_solomon makes it look easy :(. After struggling, I decided to go back to Zelda for GC. While playing, I thought to myself. If the character is for real-time, he must be able to show expressions.

so, in the tradition of game characters, I started to create facial expressions for my character. Here’s my current progress, im shooting for about 15 expressions.

The poly count will still remains the same: 3352 polys

If anyone has any good ideas, or comments, im all ears :slight_smile:

edit: the eye’s have a transparncy map on them, so the polys won’t be rendered. incase anyone was asking.


#20

Hehe,

Thats sweet Hir, if I have time I gotta do the same with my guy definatley. Maybe since he is sorta a ninja anime-ish duck you can give him some crazy anime like expressions, like pupils (X X) or (- -) and like little sweat, ?, and ! insiginias on certian expressions like the soldiers in metal gear.

Just a thought if you are struggling for 15.

-DN:surprised <-- ( this ones is a cool expression as well hehe )


#21

Facial expression! it’s nice to see you are taking so much effort into this. :thumbsup: I really hope I will have enough time to give my character some basic expression (for posing) as well.

if you have any question about texturing, post it up! I am sure everyone here are willing to help. can’t wait to see your character textured. happy painting!


#22

Thx [NOV], I’ll have it finished :slight_smile: all nighters maybe coming up!

ok, I have a character studio question for all u max users.

I rigged the character and im trying to get him to hold the sais. anyone got any ideas? I created a preview to show the problem I am having. it uses the spinkick that comes with character studio.

Test Rig


#23

also if anyone knows how to add bones to the biped, that would be great, so i can bind them to the sandals to make them separate and animatable (i think thats a word, lol)


#24

hi looking good, :thumbsup:

you asked how i bind weapons to the hand

i checked your vid and i think the solution is that the weapons pivot is in the wrong place

the first thing to do is select the weapon, then go to hierachys and select move pivot only. move the pivot to the point on the weapon where the center of the hand will be.

i then position the weapon in the hand and point it in the dirrection that i want it

then bind the weapon using the select and link tool, Bind it to the hand part of your biped make sure you bind it to the biped not the skin. also make sure the the weapon is the correct orrientation and distance from the object you are binding it to.

then curl the fingers around the handle to make it look like its actually gripped by the character rather floatting around his hand.

If all is done correctly the rotation and movement of the weapon should now be completely controlled by the hands movements.

hope that helps :slight_smile:


#25

Thx for the help baaah888, I binded the sais to the hands, and its working much better =)

Update
Current wip on body texture. Tired to do cloth, but not turning out like this tutorial :frowning:

http://planetunreal.com/identitycrisis/tutorials/ut-skinning-tutorials/cloth-moose/index.shtml

.

3 days left, any comments or suggestions are always appreciated


#26

final body texture update

working on final head texture currently. Character is a rigged and ready for posing. Its going to be very close.

comments pls :slight_smile:


#27

Very cool, coming along nicely mate :slight_smile:


#28

another update. Head texture. and render to show progress

crits please :slight_smile:


#29

2nd another update, new body texture. Updated the feet, added some wrinkles to the bandages and arms. tuned a couple of areas.

crits please:applause:


#30

You´re making progress :slight_smile:
But you seem to have some smoothing issues on your mesh, maybe try fix that hard edge on top of the beak.


#31

yeah, i haven’t figured out smoothing yet in max, its alot different than maya’s soft edge tool. any ideas?


#32

In MAX you work with smoothing-groups, that means that all faces in the same group (same ID) will be smooth and hard edges will appear between faces with different ID:s.
You could always use the autosmooth, and play around with the angle till you get the desired result.
(pardon my crappy english)


#33

smoothing groups in max are easy,

go to poly select

and pick all the polys on the top of the beak then scroll down the side panel till you find Id’s and smoothing,

there sould be a grid with 1- 30 on it, these are the smoothing groups, click on no.1

then selct your next area and click 2, etc etc

if you do this you can also use it as a way of selecting sets of polys because you can use the select smoothing groups.

If there are alot of odd looking areas, then i’d sugest selecting the entire mesh and clear all smoothing groups before you start smoothing off individual areas