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…]
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 [:)]
Thankaz for the nice comments moonunit and hazarD. With the torso area, yeah right about that pecks being to tight, I will fix that up.
[img]http://www.sumea.com.au/forum/attached/codyalday/20051031213913_Charact…]
[img]http://www.sumea.com.au/forum/attached/codyalday/20051031213945_Charact…]
( Edit: Updated the model. )
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.
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! [:)]
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 :)
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]
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.
Thankaz for that EIN. I downloaded UVHelp but it didn't work with my version of Max, though I downloaded Wings and it helped out it heaps. Here is a few hours of work on the texture.
[img]http://www.sumea.com.au/simages2/1793_AL.jpg[/img]
Comments and crits are appriciated.
Added a face texture, and re did the arms. A lot of work still needed to be done. Thankaz for that comment Makk, will sus out the folds and wrinkles later.
[img]http://img.photobucket.com/albums/v19/codyalday/texture7.jpg[/img]
Thankaz for that MoonUnit, anyways here are the texture flats, both 1024x1024. As I said before still a lot of work still to be done. I photosourced the eyes off the internet. Curious, is that a bad practice to do so?
[img]http://www.sumea.com.au/forum/attached/codyalday/20061163918_tex_flat_h…]
[img]http://www.sumea.com.au/forum/attached/codyalday/20061163838_tex_flat_b…]
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]
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.
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]
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!
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.
Havn't worked on this character lately, but I have touched it up a bit. Here is it in a 360 degress spin around. http://www.loadx.atekz.org/quake4/aq4/aq4_Char_Textured.avi .
Done some more work to the texture. Need to finish this off so I can start on some other characters. Comments and crits are appriciated.
[img]http://www.sumea.com.au/forum/attached/codyalday/200641465743_texture19…]
[img]http://www.sumea.com.au/forum/attached/codyalday/200641465851_texflat1…]
[img]http://www.sumea.com.au/forum/attached/codyalday/200641465927_texflat2…]
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.