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rubble
March 23rd, 2004, 08:51 PM
Here are some characters I'm working on for a game.

Here's the drawing, done in pencil then scanned and painted in Photoshop.

http://img40.photobucket.com/albums/v124/rubble/evandrocopy.jpg

rubble
March 23rd, 2004, 08:54 PM
Here he is in 3D, Around 2100 Polys:

http://img40.photobucket.com/albums/v124/rubble/bada.jpg

rubble
March 23rd, 2004, 08:58 PM
and another...


http://img40.photobucket.com/albums/v124/rubble/Joetoast.jpg

Oh yeah, the models were done in Max.

Robert.B
March 24th, 2004, 07:45 PM
:D please can i animate it ill pay you!!!!!!!!!

digitalgannon
March 25th, 2004, 11:24 AM
BAH! 2K polys on the first? Can u show a wire frame, that just seems like to many. I would like to see his eyes on the texture too, you have his black beady eyes in the concept, but not in the 3d model. Aslo the texturing looks "muddy" and not clean like yo woudl see in about every game out there. Your on the right track it seems, just try to cleanup your skin and add them eyes. What kind of game are you working on? Is it like a Toe Jam and Eal type? Casue I can see them in it. Im lookin forward to seein what you can improve and seeing the wires:beer:

EDIT: ALSO ATTATCH the second models arms, they look like they arent apart of the same mesh.

rubble
March 25th, 2004, 10:56 PM
Hey digitalgannon, thanks for the good advice. I'll see if I can post those maps, and the wire frame soon.

Yes, the game will be something like Toejam and Earl.

Steph Laberis
March 26th, 2004, 10:55 AM
I"m but a fledgling learning game design on Maya, so regardless of the program you used, you have my utmost respect for modelling these characters. *Glares at Maya, causing it to explode*

I'm very partial to the first character; seems the most complete and has the most personality. I can really picture him moving, too! My only crit would be the second character, with the eyes being pure white like that. It looks painted-on, as aopposed to integrated.

That's all. I can't wait to see more stuff from you!

dudeman
March 28th, 2004, 04:08 AM
u must have wasted ALOT of polygons on the first one if its 2100... also, the model seems nice but its a shame theres such a bad skin on it, it hasnt even got eyes!

try using stuff like bump/specular maps too, the will give the fur a furry feeling :D

keep it up, you got the talent, but gotta get a bit more familiar with the tools it seems..

rubble
March 28th, 2004, 11:53 AM
Thanks for the comments, everyone.

DigGannon: You're right about the maps. Some of it is kind of pasted on. The reason for this, is that the UV Coordinates had different orientations, specifically with the arms and back.
Here's a pic of the map so far:

http://img40.photobucket.com/albums/v124/rubble/badamap.jpg

The problem can be easily fixed by just stamping/cloning some of the hair around the transition area. This might sound like a stupid question, but here it goes. I was wondering it this is of any actual use to the model itself when seen in the game. I mean, you're not going to see that area of the map anyway, right? Then does it really matter what this area looks like?

About the Eyes: I don't know, I kind of like the blackness of his eyes, it makes him look more animal-like than if I added in the white. With this character, I wanted him to look kind of big and powerful, but sort of dull, faithful, and friendly too, that's one resaon for the dog ears. I do agree that the eyes look a little lifeless, but I don't think it's the white that will bring this out.

As for the second character, I wanted this character to look somewhat pathetic. He will be small, about the size of a kid, and his skin is bunt to a crisp. He may end up as the/one of the main characters. The eyes are intentinally big, to make him look a little insignificant, and suspicious of the great, unexplored world before him.

About the arms, How many polygons should I try for next time? Does anyone know of any good tutorials for low poly game modeling?

digitalgannon
March 28th, 2004, 04:33 PM
hey rubble, I think for a game model now adays u can make a nice detailed character for around 2-5k, im doing a 5k model right now for a HL2 MOD. Though for your character he is so simple, you can easly get away with a 1k model. Play w/ it see what you can do. Maybe post the wire for us to look at and we can point out the areas you can reduce. Texture can do alot for character, you dont need alot of polys. Take a peak at this Bobo's site for a good example of this, his textures are awsome: http://www.bobotheseal.com/tuts.htm

Also your UV layout has alot of wasted space, you gotta cram that stuff in there tight. Heres an example of a gun uvmap i did recently, its not perfect, but i tried to squeeze the uv's as best i could:
http://digitalgannon.com/uvassault.jpg
Now look at yours (WAY TO MUCH NEGATIVE SPACE!!! see?). Heres the skin trhown over the gun at this link: http://conceptart.org/forums/showthread.php?s=&threadid=19666

Well i hope this helps, lets see updates as soon as u can post them!