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Character Model

Submitted by codyalday on

A character model that I am doing for a project. It is only a few hours works. It is around 2108 triangles at the moment. It is aimed for the Quake 4 engine ( Doom 3 engine ). Comments and crits appriciated.

[img]http://www.sumea.com.au/forum/attached/codyalday/2005102922245_Char_1.j…]

[img]http://www.sumea.com.au/forum/attached/codyalday/200510292237_Char_2.jp…]

Submitted by MoonUnit on Mon, 31/10/05 - 3:38 AM Permalink

thats pretty impressive, good to see your still at it too. The torsos a bit confusing because it seems like the shirts tight on the pecks but it looks loose at the waist, perhaps bring that underside of the curve under the pecks down a bit? i dunno, have a play around.

Submitted by Kalescent on Mon, 31/10/05 - 3:50 AM Permalink

Wow! [:O]

Massive improovment over your last model Cody!

Keep an eye on that foot shape, looks a bit like a pancake (but that could be due to the angle) and definately alot of extra polygons that can be chopped if need be - but not necessary at this stage. Overall its easy to see your improovements in every model, you should be proud of this [:)]

Submitted by MoonUnit on Wed, 02/11/05 - 12:30 AM Permalink

boy have you ever come a long way. lookout for that area around the armpit, its looking a bit blocky right now on the chest side of things. only requires a bit of minor tweaking to round it out but its just something i noticed.

Submitted by palantir on Wed, 02/11/05 - 7:48 PM Permalink

Wow man, I?m really impressed with the progress you?ve made. Great stuff, keep it up!

Submitted by pk on Wed, 02/11/05 - 10:31 PM Permalink

I agree, this shows significant improvement of your modelling skills. Looking good so far. what is the average character poly count for the quake 4 engine you are doing this for?

Submitted by codyalday on Thu, 03/11/05 - 8:52 AM Permalink

Aparently there is no tri count (friend viewed the Q4 DVD Interview Special), but I sused out some character models and it is around 3800 tris. Thankaz for the nice comments palantir and PK.

[img]http://www.sumea.com.au/simages2/1736_AL.jpg[/img]

[img]http://www.sumea.com.au/simages2/1736_BL.jpg[/img]

[img]http://www.sumea.com.au/forum/attached/codyalday/200511393136_Character…]

( Edit : Updated the model )

I am really pleased how this has turned out. Around 3998 tris. I still need to add acessories and optimize it. Comments and crits are appriciated.

Submitted by Kalescent on Fri, 04/11/05 - 1:44 PM Permalink

I am truely impressed, you should be extremely proud of yourself Cody. I remember your first model you posted on here - youve come a hell of a long way since that.

I can see the Paul Steed method of face building showing through in your characters head.

Look forward to seeing how this progresses - Well done! [:)]

Submitted by Avalanchex on Sat, 05/11/05 - 1:46 PM Permalink

Looks really nice, great shape and the whole body seems really well balanced.

Submitted by codyalday on Sun, 06/11/05 - 12:27 PM Permalink

Thankaz HazarD and Avalanchex for the nice replys. I am pleased with how this turned out, and the Paul Steed head modeling method, it is really the only way I have learnt to model heads, though I should learn some more.

Submitted by Makk on Mon, 07/11/05 - 1:07 AM Permalink

Hey Cody, like many people have said you have made some good improvement :)
Keep working on your heads, the nose area could be better defined with the polies your using. Dont forget edge loops, getting the hang of modelling with these can really help your mesh work improve.
And are you using some kind of reference? This can help when getting things like proportions just right.
Keep it up :)

Submitted by codyalday on Mon, 07/11/05 - 7:45 AM Permalink

Yeah I am using refrence pictures Makk. Also, not sure what edge loops are, could you explain please.

Submitted by inglis on Mon, 07/11/05 - 8:16 AM Permalink

codyalday- very impressed with the progress you have made since last i saw your work. looking forward to seeing it completed.

Submitted by Kratos on Mon, 07/11/05 - 9:44 AM Permalink

Edge loop modelling refers to the modeling of good joint articulation via the connection of mayor muscle groups in the body.

This enables better skin deformation when it comes to animating your character. Most edge loop models are made up of quads (or four sided polygons). Though game models can have three sided polys to go from high resolution to low resolution geometry.

Body edge loop model

[url]http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=736#5688[…]

More edge loops

[url]http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=733[/url]

Face edge loops

[url]http://img399.imageshack.us/img399/6624/edgeloop1600x12006um.jpg[/url]

Submitted by codyalday on Thu, 10/11/05 - 10:46 AM Permalink

Thankaz for that Kratos, going to look into it. Thankaz for that nice comment as well inglis.

Submitted by codyalday on Wed, 21/12/05 - 11:14 AM Permalink

Havn't updated this character for a while now, so he is the UVMap.
[img]http://www.sumea.com.au/forum/attached/codyalday/2005122081320_char_uvm…]
Though I havn't posted the wire layout to it becasue I would like to ask someone for a massive favour if they could do so. There is a third party program that has a tool called "Relax" for max. I was watching Ben Mathis's UVMap video tutorials and he used it, in which made the uvs even more even. So if someone could hit the "relax" button for me, I would appriciate it heaps.

Submitted by EIN on Wed, 21/12/05 - 11:22 PM Permalink

I think you're refering to UVHelp....which you can get here:

http://www.microcan.nl/

also max 8 has this feature...as well as wings I think.

Submitted by Makk on Fri, 30/12/05 - 11:29 AM Permalink

Coming along well Cody :)
Your flesh tones could use more colour in them, at the mo there abit too pale. Like the vest, the blue sleeves could use some folds, remember that things like wrinkles and folds usually appear in areas of movemnt, eg- the shoulders

Submitted by MoonUnit on Mon, 02/01/06 - 12:49 AM Permalink

Cody you put me to shame, i havent been making anything in so long. Thats top work mate keep it up. Could we see flats (im particulary interested in the face)?

Submitted by Kalescent on Mon, 02/01/06 - 11:55 AM Permalink

Youve got the foundations going here for what could become a top piece of work - something I didnt expect to see from you in a long while. Detail pass and refine, Detail pass and refine. Keep going in this direction and youll eventually come to a point where your work is starting to creep up there with the industry guys.

Moony said that youve put him to shame, which is quite funny, but really I think Moony honestly isn't the one that should be bothered - there are a lot more people who claim to have character building experience who arent at the level of what youve achieved here.

The best piece of advice I can give you is to really seek out examples of similar character and see how other artists have tackled wrinkles in clothes, painting the face, painting eyeballs and things like that. Really devote some time - even hours into reseraching what your going to need for your character - it can really go along way to bring up a picture of a character standing in some wrinkly jeans painted by a pro - so you can compare your work.

Usually this will showup really clearly where you might be going wrong. And lastly - never be content with average [:P]

Submitted by MoonUnit on Mon, 02/01/06 - 11:51 PM Permalink

Oh im not bothered as such, it just reminds me of how lazy i am and how much i need to get working again :P (i blame VCE). On the topic of photosourcing, you'll get mixed opinions on that depending on who you talk to (allthough ive noticed that enviroment artists are usually more pro photosourcing then others). My opinion is that learning to paint the texture from scratch is incredibly important, but incorporating photosourcing is something thats totally acceptable. Overlaying textures, incorporating small things (such as the eyes) and such as a part of something bigger rather then just relying on it completely. I might be sounding hypercritical here considering my last modeller challenge entry but my point is rather if your going to photosource, manipulate it accordingly and dont just leave something as is. Because even if things happen to line up correctly it will have the stuck on photo look. Im confusing arent i... in sum photosourcing isnt wrong, keep it to a minimum if possible and allways manipulate accordingly. Thats just how i see it collected from my experience and what ive learnt from others.

Submitted by codyalday on Wed, 04/01/06 - 8:32 AM Permalink

Hazzard I really appriciate your comments that you make, it really gives me more encouragement and to keep going pushing myself. I will sus out textures done by professionals.
Also moonunit, its the same as what I said about Hazzard, encouraging, giving crits ect that I really do appriciate. Also I understand that I should practice texturing what I could photosource before I do so anyways.
Here is an update again, added a ear texture, hands, hair, some detail to the boot, and touched up the arms. Still a lot of fixing up to do.

[img]http://img.photobucket.com/albums/v19/codyalday/texture15.jpg[/img]

Submitted by eightbitnasty on Wed, 04/01/06 - 6:28 PM Permalink

Hey man model's looking pretty sound, some clean mesh happening. With the texture I'd vary the tone much more, at the moment it's all similar mid-light tones as well as desaturated which makes it seem a bit washed out. It's your call but I'd do something like make the boots, tshirt, and gloves a nice rich, deep green. Then any small details on those areas can pop a bit more and have some eye catching interest.

Looking forward to more, from this point I'd nail those tonal variations (between elements) and then start to define materials more (leather boots? check out how light reacts to boots, how it ages, repsonds to wear and tear) across the model. Skin is taking shape, I'd even consider downresing it a bit to help things along. Keep it up!

Submitted by codyalday on Fri, 27/01/06 - 1:43 PM Permalink

Thankaz for that info eightbitnasty helped out heaps. Havn't done much texturing lately, but here is the latest WIP of it. Changed the glove colour, added finger skins, vest more brighter, boots are green, redone the arm and put hair on it, and more hair on the head. Comments and crits are appriciated as well.

[img]http://www.sumea.com.au/simages2/1852_BL.jpg[/img]

Posted by codyalday on

A character model that I am doing for a project. It is only a few hours works. It is around 2108 triangles at the moment. It is aimed for the Quake 4 engine ( Doom 3 engine ). Comments and crits appriciated.

[img]http://www.sumea.com.au/forum/attached/codyalday/2005102922245_Char_1.j…]

[img]http://www.sumea.com.au/forum/attached/codyalday/200510292237_Char_2.jp…]


Submitted by MoonUnit on Mon, 31/10/05 - 3:38 AM Permalink

thats pretty impressive, good to see your still at it too. The torsos a bit confusing because it seems like the shirts tight on the pecks but it looks loose at the waist, perhaps bring that underside of the curve under the pecks down a bit? i dunno, have a play around.

Submitted by Kalescent on Mon, 31/10/05 - 3:50 AM Permalink

Wow! [:O]

Massive improovment over your last model Cody!

Keep an eye on that foot shape, looks a bit like a pancake (but that could be due to the angle) and definately alot of extra polygons that can be chopped if need be - but not necessary at this stage. Overall its easy to see your improovements in every model, you should be proud of this [:)]

Submitted by MoonUnit on Wed, 02/11/05 - 12:30 AM Permalink

boy have you ever come a long way. lookout for that area around the armpit, its looking a bit blocky right now on the chest side of things. only requires a bit of minor tweaking to round it out but its just something i noticed.

Submitted by palantir on Wed, 02/11/05 - 7:48 PM Permalink

Wow man, I?m really impressed with the progress you?ve made. Great stuff, keep it up!

Submitted by pk on Wed, 02/11/05 - 10:31 PM Permalink

I agree, this shows significant improvement of your modelling skills. Looking good so far. what is the average character poly count for the quake 4 engine you are doing this for?

Submitted by codyalday on Thu, 03/11/05 - 8:52 AM Permalink

Aparently there is no tri count (friend viewed the Q4 DVD Interview Special), but I sused out some character models and it is around 3800 tris. Thankaz for the nice comments palantir and PK.

[img]http://www.sumea.com.au/simages2/1736_AL.jpg[/img]

[img]http://www.sumea.com.au/simages2/1736_BL.jpg[/img]

[img]http://www.sumea.com.au/forum/attached/codyalday/200511393136_Character…]

( Edit : Updated the model )

I am really pleased how this has turned out. Around 3998 tris. I still need to add acessories and optimize it. Comments and crits are appriciated.

Submitted by Kalescent on Fri, 04/11/05 - 1:44 PM Permalink

I am truely impressed, you should be extremely proud of yourself Cody. I remember your first model you posted on here - youve come a hell of a long way since that.

I can see the Paul Steed method of face building showing through in your characters head.

Look forward to seeing how this progresses - Well done! [:)]

Submitted by Avalanchex on Sat, 05/11/05 - 1:46 PM Permalink

Looks really nice, great shape and the whole body seems really well balanced.

Submitted by codyalday on Sun, 06/11/05 - 12:27 PM Permalink

Thankaz HazarD and Avalanchex for the nice replys. I am pleased with how this turned out, and the Paul Steed head modeling method, it is really the only way I have learnt to model heads, though I should learn some more.

Submitted by Makk on Mon, 07/11/05 - 1:07 AM Permalink

Hey Cody, like many people have said you have made some good improvement :)
Keep working on your heads, the nose area could be better defined with the polies your using. Dont forget edge loops, getting the hang of modelling with these can really help your mesh work improve.
And are you using some kind of reference? This can help when getting things like proportions just right.
Keep it up :)

Submitted by codyalday on Mon, 07/11/05 - 7:45 AM Permalink

Yeah I am using refrence pictures Makk. Also, not sure what edge loops are, could you explain please.

Submitted by inglis on Mon, 07/11/05 - 8:16 AM Permalink

codyalday- very impressed with the progress you have made since last i saw your work. looking forward to seeing it completed.

Submitted by Kratos on Mon, 07/11/05 - 9:44 AM Permalink

Edge loop modelling refers to the modeling of good joint articulation via the connection of mayor muscle groups in the body.

This enables better skin deformation when it comes to animating your character. Most edge loop models are made up of quads (or four sided polygons). Though game models can have three sided polys to go from high resolution to low resolution geometry.

Body edge loop model

[url]http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=736#5688[…]

More edge loops

[url]http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=733[/url]

Face edge loops

[url]http://img399.imageshack.us/img399/6624/edgeloop1600x12006um.jpg[/url]

Submitted by codyalday on Thu, 10/11/05 - 10:46 AM Permalink

Thankaz for that Kratos, going to look into it. Thankaz for that nice comment as well inglis.

Submitted by codyalday on Wed, 21/12/05 - 11:14 AM Permalink

Havn't updated this character for a while now, so he is the UVMap.
[img]http://www.sumea.com.au/forum/attached/codyalday/2005122081320_char_uvm…]
Though I havn't posted the wire layout to it becasue I would like to ask someone for a massive favour if they could do so. There is a third party program that has a tool called "Relax" for max. I was watching Ben Mathis's UVMap video tutorials and he used it, in which made the uvs even more even. So if someone could hit the "relax" button for me, I would appriciate it heaps.

Submitted by EIN on Wed, 21/12/05 - 11:22 PM Permalink

I think you're refering to UVHelp....which you can get here:

http://www.microcan.nl/

also max 8 has this feature...as well as wings I think.

Submitted by Makk on Fri, 30/12/05 - 11:29 AM Permalink

Coming along well Cody :)
Your flesh tones could use more colour in them, at the mo there abit too pale. Like the vest, the blue sleeves could use some folds, remember that things like wrinkles and folds usually appear in areas of movemnt, eg- the shoulders

Submitted by MoonUnit on Mon, 02/01/06 - 12:49 AM Permalink

Cody you put me to shame, i havent been making anything in so long. Thats top work mate keep it up. Could we see flats (im particulary interested in the face)?

Submitted by Kalescent on Mon, 02/01/06 - 11:55 AM Permalink

Youve got the foundations going here for what could become a top piece of work - something I didnt expect to see from you in a long while. Detail pass and refine, Detail pass and refine. Keep going in this direction and youll eventually come to a point where your work is starting to creep up there with the industry guys.

Moony said that youve put him to shame, which is quite funny, but really I think Moony honestly isn't the one that should be bothered - there are a lot more people who claim to have character building experience who arent at the level of what youve achieved here.

The best piece of advice I can give you is to really seek out examples of similar character and see how other artists have tackled wrinkles in clothes, painting the face, painting eyeballs and things like that. Really devote some time - even hours into reseraching what your going to need for your character - it can really go along way to bring up a picture of a character standing in some wrinkly jeans painted by a pro - so you can compare your work.

Usually this will showup really clearly where you might be going wrong. And lastly - never be content with average [:P]

Submitted by MoonUnit on Mon, 02/01/06 - 11:51 PM Permalink

Oh im not bothered as such, it just reminds me of how lazy i am and how much i need to get working again :P (i blame VCE). On the topic of photosourcing, you'll get mixed opinions on that depending on who you talk to (allthough ive noticed that enviroment artists are usually more pro photosourcing then others). My opinion is that learning to paint the texture from scratch is incredibly important, but incorporating photosourcing is something thats totally acceptable. Overlaying textures, incorporating small things (such as the eyes) and such as a part of something bigger rather then just relying on it completely. I might be sounding hypercritical here considering my last modeller challenge entry but my point is rather if your going to photosource, manipulate it accordingly and dont just leave something as is. Because even if things happen to line up correctly it will have the stuck on photo look. Im confusing arent i... in sum photosourcing isnt wrong, keep it to a minimum if possible and allways manipulate accordingly. Thats just how i see it collected from my experience and what ive learnt from others.

Submitted by codyalday on Wed, 04/01/06 - 8:32 AM Permalink

Hazzard I really appriciate your comments that you make, it really gives me more encouragement and to keep going pushing myself. I will sus out textures done by professionals.
Also moonunit, its the same as what I said about Hazzard, encouraging, giving crits ect that I really do appriciate. Also I understand that I should practice texturing what I could photosource before I do so anyways.
Here is an update again, added a ear texture, hands, hair, some detail to the boot, and touched up the arms. Still a lot of fixing up to do.

[img]http://img.photobucket.com/albums/v19/codyalday/texture15.jpg[/img]

Submitted by eightbitnasty on Wed, 04/01/06 - 6:28 PM Permalink

Hey man model's looking pretty sound, some clean mesh happening. With the texture I'd vary the tone much more, at the moment it's all similar mid-light tones as well as desaturated which makes it seem a bit washed out. It's your call but I'd do something like make the boots, tshirt, and gloves a nice rich, deep green. Then any small details on those areas can pop a bit more and have some eye catching interest.

Looking forward to more, from this point I'd nail those tonal variations (between elements) and then start to define materials more (leather boots? check out how light reacts to boots, how it ages, repsonds to wear and tear) across the model. Skin is taking shape, I'd even consider downresing it a bit to help things along. Keep it up!

Submitted by codyalday on Fri, 27/01/06 - 1:43 PM Permalink

Thankaz for that info eightbitnasty helped out heaps. Havn't done much texturing lately, but here is the latest WIP of it. Changed the glove colour, added finger skins, vest more brighter, boots are green, redone the arm and put hair on it, and more hair on the head. Comments and crits are appriciated as well.

[img]http://www.sumea.com.au/simages2/1852_BL.jpg[/img]