Game Model : Demon


#1

Wow its been a long time since I posted in the 3D forum. Here is a game model I finished recently. Ive never really worked on a character from start to finish, so I learned sooo much.
Next one will be better hopefully :wink:

-Bartosz


#2

Looks very cool.Good job.


#3

Holy crap man that UVW unwrap must have taken a long time. I did a much simpler model then this one and had a heck of a time welding all the pieces back together. Did you build the texture in Photoshop? Did yah model in 3dmax? Model looks great IMO Nice work :applause:


#4

I love your skinning job, though he could use some eyes. What’s the poly count?


#5

I think you UV map could be optmized MUCH MUCH better, along with your texture size. You should be able to squeeze out that detail in a 1024 map, but you are using the space of 4 1024’s to achieve the detail you have.


#6

Hey thanks for the comments.

The poly count is just under 3000, and as far as why I used a 2048 map, is because our engine can support it :slight_smile:

Oh and the eyes, yes, I totally forgot about them while texturing the body and head. lol I will get to them right away.


#7

Hy Bartoz,

Really nice model, I like the texturing too…

hey, what about Normal Maps?? I’m Sure your engine will support this too :slight_smile:
This will add the Model some really more ā€œliveā€.
It’s a liitle bad, the model is so nice, but looking to ā€œplainā€, you know what I mean?

just thinking…

greetz

btw: uuuuh, don’t like to meet this Guy in the dark without a massive Gun :wink:


#8

Ahh your right Acid, our engine does support normal maps. In fact im working on a uber-high quality mesh of this guy using zbrush 2 - from which I will extract the normal map with :wink:

Now, to do those eyes!


#9

That’s fine in regards to your engine being able to handle it, but there’s SO much wasted texture space on that map that you could get a lot more detail out of it.

How about a wireframe shot of it?


#10

Wireframe and untextured mesh:


#11

Thanks for the feedback Bill I will try to make better use of my texture space in my next model.


#12

hey man, nice model

just 2 cents: the textures are a bit too dark… i’d make them lighter/more shiny

and about the modeling: you have LOTS of polies you could chop off on his arms and hands. Since it’s a game model, optimisation is not something to be overlooked. So you could really save some polies/reuse them in other parts of the model.


#13

Also, IMO it seems like the face needs a little more work, the back seems very detailed I would like to see the face the same way. Nice job.


#14

Just a hint for how to condense your texture maps, stuff that you have two of you can over lap and only paint once. For exmple, you could just flip the coordinates of the left hand and overlay them over the right. Then your map will only have one hand texture, and you cover both. This would also go for the horns, the forearms, and the biceps. Moving onto things like the head, chest, back and tail, you can split the mapping coordinates down the middle. Then flip the coordinates and overlay them just like before. Texture half of the chest, half of the face, half of the tail, etc etc. I noticed that where he has bumps across the upper part of his back, that map is not symmetrical, so that one you can leave alone. But optimize for all its worth!

If your game engine can handle a 3K poly count with a 2048 map, just think how smooth a 1.5K model with a 1024 map woould run through it.


#15

Thanks Drahen for your advice. However, im aware of mirroring the uv’s and painting only one side, and I had considered this method before I started but since I plan on creating a normal map for this guy, I cant use that method.

Normal maps don’t play well with overlayed uv’s and so unfortunately I couldnt mirror things. Of course Carmack made it possible in Doom3 because hes uber-genius - but other than that overlaying uv’s wont work with normal maps.

< BTW > I changed the very first image at the top of this page. It has some newer renders and some simple eyeballs which I think work rather well.


#16

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