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  1. #16
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    Jul 2010
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    Project: creating a world; a runner and a ring
    ok been about a week or so since i've gotten to work on this.
    so i've got a fair amount of the folds in, gotta get more in on the main torso area, looking flat compared to the rest of the jacket. need to clean the folds up that are already there and work the trousers/pants, shoes and everything else.


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  3. #17
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    SO been a couple of weeks since last update. no real excuses for it so I'll just jump right in
    Project: creating a world; a runner and a ring
    right now i essentially have the whole sculpt there now, think i need to tweak 1 or 2 things but it's all there now. above is a shot of every subtool together but i slowly break down the whole thing.
    Project: creating a world; a runner and a ring
    here is a shot of the jacket on it's own. as with the cyber arm with the hookshot canon thing it clips through. when it's all retopped the jacket's sleeves will be retractable and so will the guys hookshot arm thing. i like the idea that an animator would be able to roll up the sleeves and lower the arm and hide most of the arm but it's hard to show with the sculpt.
    Project: creating a world; a runner and a ring
    here he is with just a t shirt
    Project: creating a world; a runner and a ring
    and here he is with just his trousers. i like the idea that he could just remove his clothing which could be used for game plots or cut-scenes or something, i was kinda looking at delsin from infamous second song and how all the layers of clothing on his torso looked like they acted separate from each other so i had the shirt sculpted to have a similar effect( though the jacket and shirt clipping though each-other is an issue i haven't figured out how to %100 fix as i can see it being hard making them not clip through)
    Project: creating a world; a runner and a ring
    here's a close up of the head. someone named tobbo on the polycount version of this blog/thread commented on the neck being too long and the hands being too large. i fixed the neck but I've yet to figure out the hands and whether to big or not.
    Project: creating a world; a runner and a ring
    also got the teeth and tongue in the model.
    Project: creating a world; a runner and a ring
    i actually spent a week- week and a half looking into hair techniques trying to find a technique that would allow me to model the hair quickly and allow me to tweak it on the fly, looking as sculpting and z brush hair/ fibers and a bunch of stuff. the only way i knew of how to do it before was brute forcing it, but it was a long tedious method and takes a long time to see how it's really gonna look, especially with this kind of hair which is lot's of fairly random sharp spiky strands
    Project: creating a world; a runner and a ring
    (the model i made from the old design you can see at the start of this page)

    eventually i came across a method in max which consists of drawing sufaces on the head seperate from the model similar to this except i spilt it down the middle for more control
    Project: creating a world; a runner and a ring

    then crated a plane and went into hair and fur modifier going into tools and clicking on instance node and using the plane as the instance.
    then tweaking the size, number and styling to get the results.

    https://www.youtube.com/watch?v=a-TsteJQGg8
    (here's the link to the vid where i eventually learned the technique from)

    i did have to enlarge the spikes in order to cut the tri count to as low as possible( think it's 8,532 or something currently.

    think i still need to model the actually hook and wire, which shouldn't take me very long at all

    suppose i should start retopping, rigging then texture him soon. maybe start concepting a new character

  4. #18
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    So I finally retopped him, it took me longer than i would have liked it too, i got confused around certain part like the hookshot arm. i wanted the tri count to match next gen tri counts, ultimately i'm still not sure what i good tri count is for a character. after reading edge magazine issue 267, it said sunset overdrive's characters were about 40,000 tri's each.
    after doing more research killzones character were around the same too as stated here :
    http://www.eurogamer.net/articles/di...ne-shadow-fall
    then trying to find out other game characters i found that ryse's character/s were 85,000:
    http://gearnuke.com/ryse-downgrade-o...ed-crytek-ceo/
    and the main characters in Infamous Second Son were 120,000check page 71)
    http://suckerpunch.playstation.com/i...postmortem.pdf

    Project: creating a world; a runner and a ring
    I'm not sure how much of an improvement these tri counts make to the character, outside of the meshes having smoother normals which hug closer to the sculpt and smoother cloth, hair and body animations.

    closeup of the head
    Project: creating a world; a runner and a ring

    anyways here's a breakdown of the mesh as it stands
    Project: creating a world; a runner and a ring

    still gotta sort out the hair clipping through the snood/jacket , I'm wondering if there's a physics trick to make the hair stand down whilst it's there and pings out as he runs around and jumps and stuff, or whether I'll just have to redo the hair to some extent .
    Project: creating a world; a runner and a ring

    onto the next step for now

    any tips on how to improve it, or even maybe more closups are need, thoughts would be appreciated.

  5. #19
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    Pretty Amazing. I am looking for a new editor/artist for a website. Anyone care to take a look? email me here if interested. www.crushbored.com www.crushbored.com thanks.

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