Hey everyone, just something I've been working on throughout the week. I'm planning on creating the character naked and will later be creating seperate armour peice which I will attach. The character will have muliple 2048 diffuse, specular, and normal maps textures with a poly count up to 20 000 tris including all armour and weapon. I will also be animating it and will add some cloth simulation. The aim is to create a film quality character that might be seen in the future video games as technology progresses. So far just modeling the low poly naked model, nearly done. The concept is by Herman Ng. C & C are welcome as always. :)
[img]http://www.sumea.com.au/forum/attached/delmo/2005785413_HellionWIP01.JP…]
Hey Pat, that's looking really awesome aye. I can't wait to see him normal mapped [:D]
quote:can we see the concept?
You can veiw the copncept here: [url]http://www.kalescentstudios.com/images/LRG_Hellion.jpg[/url]
Hes such a cool beast! :)
quote:ahh a new website layout too (so your forgiven for linking through/pimping your site rather than directing straight to the image )
looks nice, i like this design a little better than the previous one.
Heh, I had to sneak it in somewhere ;)
Now that I look at the guy, the feet seem like the need to be raised so that he walks on the ball of his foot. Sort of like a a T-rex. The feet need a bit more tweaking, as the concept's foot isn't really as triangular as it is on the model.
denz: Thanks mate.
popawheelie: Cheers budheh, I will most definitely be using zbrush for the high poly source model due to the organic shapes.
LiveWire: Hey man, yeah he has some mean spikes on his armour.
Anuxinamoon: The feet were just blocked out at that stage. I tryed the T-rex type feet and looked strange.
Anyway, here's the final stage of the mesh.
[img]http://www.sumea.com.au/forum/attached/delmo/200571175114_HellionWires…]
looking really nice, good clean model. One thing that stands out, and im being alittle over the top, is the polys around the middle of the back, the polys lose flow. Shouldn't this area look similiar to the base of the spine, in regards to the topology.
I agree with the other posters that the feet look alittle flat (maybe the need a to slope off more at the edges, but on the other hand, he's a big mother and they usually have bigass flat feet. Not to mention veins and tendons in zbrush running across the top of the feet as they are now, would make it look more natural.(but im sure u know that.)
keep up the good work!
pop
Anuxinamoon: I think I'll texture the naked mesh first and then start building the armour on top.
Malus: I've worked on the feet a bit more gave it more of a feet shape from the bottom view and gave it an arch.
MarkMash: Thanks.
unknowncity555: oops, sorry forgot to answer your question on the last post. I'm using 3ds max for the low poly and zbrush for the high poly source model.
Pop: Yeah true I noticed that too might cut some polys out of there.
Thanks for the comments. I will update with renders of the finished high when I'm done.
Hey all, I thought I would post an updated progress of how the models coming along. I've normaled what I've done of the high poly so far.
[img]http://www.sumea.com.au/forum/attached/delmo/2005825123757_HellionNorma…]
[img]http://www.sumea.com.au/forum/attached/delmo/2005825123854_HellionNorma…]
[img]http://www.sumea.com.au/forum/attached/delmo/2005825123950_HellionNorma…]
Hey all, sorry havn't posted much I've been alittle ill. Im getting close to the texture stage now, about 95 percent completed the modeling. Still need to do some polishing up and his weapon.
3DArty: Yeah, I hope I really improve on this texture job. I'm planning to hand paint majority of it so we will have to see what happens.
Wizenedoldman: Thanks budheh!
MoonUnit: yeah thats true. I'll change it when I go through and start polishing.
Sorceror Bob: I havn't modelled a wang since it's game art. If I was creating a statue or doing a whole anatomical study I probably would model in genetelia.
Anuxinamoon: I'm not sure if that's nessasry true, just depends on the purpose of the model.
[img]http://www.sumea.com.au/forum/attached/delmo/200591671652_HellionNormal…]
[img]http://www.sumea.com.au/forum/attached/delmo/200591671754_HellionNormal…"[/img]
[img]http://www.sumea.com.au/forum/attached/delmo/20059167195_Wires01.jpg[/i…]
[img]http://www.sumea.com.au/forum/attached/delmo/200591672037_Wires02.jpg[/…]
is the armour made up of seperate elements (it looks like it), or is it mostly attached to the mesh? i ask becuase the high-res model looks like one solid mesh, and i was wondering how that works for the normal map when some parts of the low res model, such as the body, are below others, such as the armour. i would have thought you normal map each part seperatly, doing it all as one works does it?
Codyalday: Thanks for the kind words bud.
LiveWire: Yeah your right, the armour parts are seperate elements. The model you see there is the normal mapped version. I've rendered the normal maps as I've progressed so I can get an idea of where I'm heading. Rendering out normals for a character in one shot will result to messy normals without using a cage. I find the best way for me is to render out the normals in seperate objects.
Livewire: You can render it all in one hit as well - and it does work, you just need greater control of the cage and ultimately more cleaning up in photoshop - which can get pretty tedious and time consuming. So like Pat, I choose seperate elements also, you can have alot more control over each piece with a simpler cage, and far less cleanup time.
cool, that's what i thought
but now i'm even more impressed - i thought the high detail renders were shots of the high res model! one ting i dont like about normal mapping is how obvious the silloette often stnds out (this is the case with many current gen games anyway, due to the lowish polycounts, thankfull that's set to change very shortly), but you've done a great job in preventing that with this model, even on close inspection it's hard to tell that it's not a highres model, very nice.
Looking great Pat. [:)]
Come on Livewire, the silhoutte is geberally only noticable in screen grabs, an animated model will be drawing your eyes focus elsewhere, especially if the normal maps are intricate.
Just look at Doom 3, models are blocky as all hell and in a static shot they look it but in the middle of the game you stop noticing it because of the animation, lighting and atmosphere etc.
Picky, picky. [:P]
great work delmo.
nothing to crit realy.