View Full Version : Demo WIP: Character Models
character
April 24th, 2004, 09:59 PM
Hey all, thought I'd show what I've got so far. Unfortunately, Maya makes it real difficult to get a nice wireframe render. I'm having to comp everything in photoshop just to get nice wire frames on my meshes. This is gonna take awhile but I thought I'd show what I've got so far to hopefully start getting some feedback. I'll post more once they're all done. By the way, I'm trying to get a job in the video game industry. My models are gonna range in polycounts from 1k-8k as well as two or three high-poly production level pieces as well. Peace
40's Jewish Immigrant
Currently weighing in at 4572 polys with 2 1024 maps:
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/40s_immigrant_ortho_body.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/40s_immigrant_ortho_head.jpg
gigglebear
April 26th, 2004, 03:59 PM
you need to work on your topology
this is a great tutorial which tells you how to find a good poly flow for your characteres http://www.3dtotal.com/
http://vermad.deviantart.com/
jenjen1018
April 26th, 2004, 07:27 PM
wow those are cool. ive never tried that, it looks complicated!
character
April 26th, 2004, 07:56 PM
Hey all. THanks for the feedback. I'll rework what I can when I get the chance. Here are the other models I promised:
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/spider-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/rat-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/jalko-head-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/jalko-body-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/ixi-head-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/ixi-body-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/horse-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/flapper-head-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/flapper-body-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/fish-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/drac-head-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/drac-body-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/corona-head-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/corona-body-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/testwireframe.jpg
character
April 28th, 2004, 02:31 AM
Here's an update on the first model. I tried to follow the flow of the langer lines and wrinkles and such on the head according to the theories discussed on www.thehumanhead.com. I also prepped some of the verts so that they'll hopefully deform well when I animate them. Anyways, here he is. Oh yeah, I also shaved off about 500 polys =)
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/40s_immigrant_head-comp.jpg
http://img51.photobucket.com/albums/v155/Character/3-D/WIP/40s_immigrant_body-comp.jpg
n69n
May 2nd, 2004, 09:59 PM
oy, i gotta go back to school so i can learn all thsi stuff!
character
May 22nd, 2004, 03:58 PM
hey all, here's another update. these are some models i'm working on for a challenge over at polycount.com 's message boards. have to model 4-5 units, minimum of one vehicle, which is a dragon for mine, and you've got 4000 polys to do it all in. only 1 512x512 texture for each model, no bumps, no alphas, no specs. unwrapping currently in progress.
hey N69N, just look for some tutes online, that should at least get your feet wet =)
Light Melee = 1127 Polys
http://img51.photobucket.com/albums/v155/Character/WIP/assault%20squizod/ASQUAD_LIGHT_MELEE_COMP_001.jpg
Heavy Melee = 976 Polys
http://img51.photobucket.com/albums/v155/Character/WIP/assault%20squizod/ASQUAD_HEAVY_MELEE_COMP_001.jpg
Archer = 961 Polys
http://img51.photobucket.com/albums/v155/Character/WIP/assault%20squizod/ASQUAD_ARCHER_COMP_001.jpg
Dragon = 936
http://img51.photobucket.com/albums/v155/Character/WIP/assault%20squizod/ASQUAD_DRAGON_COMP_001.jpg
oh yeah, here are the concepts:
http://img51.photobucket.com/albums/v155/Character/WIP/assault%20squizod/assault_squizod001.jpg
Erik
May 22nd, 2004, 04:36 PM
Dude... to get a decent wireframe just take a snapshot of the viewport... works much better.
Overall i think you are doing ok for a start but you use many polies and many edgeloops for nothing. Every edge in the model must define the silhouette of the figure, seen from as many angles as possible. In that way you use as few edges (and thus polies) as possible to define the silhouette of your model.
Also, try to make the models a little less 'boxy' -- your humanoid figures tend to be a little boxy in stead of organic.
Liked the light melee and archer a lot tho! Hope these thin arms are visible on a game resolution... The models that you really cut down on polies with are the best ones i.m.o. since you really thought about each poly. It shows. Do more ultra-low poly modeling it really helped me a lot, maybe it 'll help you too.
The fish is cool too!
Good luck and post the progress!
E.
character
May 23rd, 2004, 01:11 PM
thanks for your comments Erik. Lately I've been noticing what you're talking about with edges difining the silohuette. I tried implementing that into those last four models for the contest. I use alot of loops and stuff for the other higher poly models because they're being designed for a fighting game where there are only two characters in a scene and you need as much detail as possible for the characters, although I do see your point about defining more shape with what I have. I'll re-work them soon. Thanks again for your feedback. Much appreciated =)
character
June 3rd, 2004, 11:40 PM
Hey all. Here are some models I did for a contest over at the polycount forums. If you like 'em, feel free to vote for 'em here (http://dynamic.gamespy.com/~polycount/ubb/Forum18/HTML/000205.html?00008)
As usual, comments and critique are more than welcome =)
Click on the images for bigger versions.
http://polylover.com/3D/images/Polycount_Challenge/Entry_FrontSM.jpg (http://polylover.com/3D/images/Polycount_Challenge/big/Entry_FrontLRG.jpg) http://polylover.com/3D/images/Polycount_Challenge/Entry_sideSM.jpg (http://polylover.com/3D/images/Polycount_Challenge/big/Entry_sideLRG.jpg)
http://polylover.com/3D/images/Polycount_Challenge/Entry_001SM.jpg (http://polylover.com/3D/images/Polycount_Challenge/big/Entry_001LRG.jpg) http://polylover.com/3D/images/Polycount_Challenge/Entry_002SM.jpg (http://polylover.com/3D/images/Polycount_Challenge/big/Entry_002LRG.jpg)
http://polylover.com/3D/images/Polycount_Challenge/Entry_003SM.jpg (http://polylover.com/3D/images/Polycount_Challenge/big/Entry_003LRG.jpg)
jcdied4me
June 13th, 2004, 06:14 AM
Whats up G-Mo,
I see that videogameartist.com is slow now. BTW: I love the last characters where your textures are line art. Originality... Anyways, good to see you on here. I will talk to you laterez.
bahamut
June 21st, 2004, 02:58 PM
hi
i do some modeling myself and the first thing that jumps at me when i look at your models is that you have HUGE FLAT surfaces (like the sides&front of all your bodies), which could me modeled with four or five polygons without any polygon loss, built with 20-30 of polys! Boxmodeling is all very well, but you must cut&join excess polygons or you just waste huge amounts of em, which is especially important for games where you have an extremely limited number of usable polys, and therefor everyone of the polys has to be perfect! The only time you have to use such high amount of polys is when you are going to render cloth or dynamics (which are never used for games), or when the bones (in the game) are going to pull at that zone especially hard (ie armpits...) minimum polycount for maximum effect!
the other thing is your objects (in my oppinion) are still to similar to the object they were made of (box), so a welldone character shouldnt be just a "slightly changed box" (with things like rounded edges & arms)!!!
i dont mean to put you off and ive no idea what their looking for in the gaming industry, but these are still REALLY basic things on the most simple modeling technique there is...you have a LONG way to go before some studio would hire you!
I do like your maps a lot though, as their stykle is very different from any other maps ive seen!
character
August 31st, 2004, 03:27 AM
thanks for the crit bahamut and thanks for stopping by jeff. i'm still trying to grasp the whole edge loop theory so give me time bahamut. i'm learning, slowy. here's an update on textures for the immigrant guy:
http://www.polylover.com/WIP/images/jewbaca001.jpg
http://www.polylover.com/WIP/images/jewbaca002.jpg
character
September 11th, 2004, 12:08 AM
more updates. crit away =)
http://polylover.com/wip/images/jewbaca003.jpg
http://polylover.com/corona/3dcorona004.jpg
http://polylover.com/dailysketchbook/3dcorona001.jpg
http://polylover.com/dailysketchbook/3dcorona002.jpg
http://polylover.com/dailysketchbook/3dcorona003.jpg
3dimentia
September 11th, 2004, 11:14 AM
your stuff got much better toward the end there, and as someone else stated, topology is key.
Out of the beginning ones, your bug creature was probably your strongest. Keep it up.
Your texturing skills are quite good, be careful with the use of colors that are too dark when trying to make shadows. This creates too much contrast and destroys the illusion.
Cheers!
character
September 21st, 2004, 02:05 AM
thanks for the tip 3dimentia. i'll keep it in mind for my next texture job. i've been learning alot lately from remodeling some of these and i guess it's paying off. the ones in the last post are more latest reworks. i'll keep on trying tho. thanks again =)
MuffinMan
September 21st, 2004, 02:45 PM
these are excellent character models.
do you use 3ds max or xsi?
i know you used maya for this but mayber you could talk about using the other programs.
LiL QoH
September 23rd, 2004, 07:36 PM
You girl needs a waist! :] do you by chance need anyone to help texture theeese ey ey?
character
September 24th, 2004, 02:24 AM
MuffinMan: hey, thanks. glad you like 'em =) I do use max as well. still haven't had a chance to check out xsi tho, but i hear it's a good modeler too. i wanna give it a shot one of these days.
Q- i have to do the textures myself for my demo but if you want to texture any of these, let me know. most of them still need to be unwrapped, so there might be some turn around as to when exactly i can get these to you. about the waist, can you draw what you think she should look like? i get different opinions on her so i don't know where to go. if not then that's cool =) i know you're doing finals right now as well, heh. take it easy =)
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