Allrighty, thought I'd get started on this forum by throwing in a current WIP of mine that I've got going at the moment!
Anyway, I am generally a high-poly character modeller who's done stuff for tv commercials, music videos, and pre-rendered videogame cinematics. At the moment I'm working towards moving into the games industry, especially with all this rather nice looking next-gen stuff happening. Took a few looks at what's in production and thought I'd be silly not to get in on that stuff.
At the moment I'm working on getting my head around the finer points of in-game models, especially on the texturing side of things. So a few educational and portfolio-building projects are happening for me.
The current character is a re-working of an earlier character I made some 4 years ago of a cybernetic kangaroo. There's also been some bits of inspiration taken from the Doom3 models.
The high-poly normal map reference model has been completed, along with the in-game model. At this stage I'm working on textures.
The polycound on the in-game model is 2970 tris.
Pictures to follow!
Textured turnaround with lighting
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-01-textured.jpg[/…]
Wires
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-01-wires.jpg[/url]
Various views, flat lighting
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-01-views.jpg[/url]
All kinds of feedback will be appreciated! [:)]
Thanks for the comments!
Well, this guy doesn't have thumbs, more of a four-somewhat-taloned paw-ish hand. For what it's worth, the original concept only had three fingers [:)]
Anatomy-wise, I wasn't aiming for too much of an adherance to what muscles should actually look like. But was after some freaky combination of human + kangaroo, emphasis on freaky! [;)] He's got triple jointed legs for sure, though the second joint is a bit of a short one, the third joint(s) are a pair of hydraulic stems that travel down the back of the mechanical legs, though hidden by the fairings so they're not really visible.
I didn't use use any reference for the head, just a little sketch. In the concept there were just top and bottom incisors, but I didn't have enough base polys to work with in zbrush (doh!) to bring them out. Just something for me to keep in mind for next time! Will give the head size a bit of a look over and see what happens.
The specular map will come along once all the textures are done. Anyway, update pics!
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-02-textured.jpg[/…]
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-02-textured2.jpg[…]
More texture work done...
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-03-textured.jpg[/…]
A couple of poses, one with an older model of mine. Fun!
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-04-poses.jpg[/url]
Views of the back...
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-04-view2.jpg[/url]
Whipped up a scene and put the bugger in it.
[img]http://members.optusnet.com.au/~blup/sumea/demoncyroo-05-scene.jpg[/img]
Hey, that looks very cool, but where are his thumbs? [:)]. Totally dig the muscle work. I thought the muscles in the thighs looked funny until I realised that he's probably wearing pants? [:D]. The way you've got his stance is a bit funny though, how his legs are concaved/knees are way in and doesn't look balanced and a bit awkward. Are you going for triple jointed legs? Also he seems to be missing thumbs?
What reference did you model the skull with? I think a more narrower shaped goats head would look much cooler. Since you're working on textures, I'm guessing you'll be making a specular sheet so it doesn't have the same shinyness all over.