Hello everybody,
I am currently working on a series of characters that will hopefully be used in a little indie-game my friends and I are working on. The plan is to have a consistent base for the characters so we can layer equipment and gear on top of it, in order to get some variations, for each of the classes.
Its quiet a big project for me since I am fairly new to making characters( n00b alert! :P )
Back when I started this project, I was told to make a quick concept painting in order to establish the general feel of faction. (I know it sucks monkeyballz- it was my first ever concept painting I did)
After that I made some quick blockouts in 3d(I know the classes are pretty generic and all but we had to start somewhere I guess
):
As you can see, the base of each of the characters is the same and all that really changes is the equipment and the head. That way, we will be able to turn the equipment on and off in the engine, while still ensuring a harmonic blend between the base character and the gear.(lolz, why am I even mentioning this. I am a noob talking to industry pros here hahahaha)
Anyways…
Here is the first pass on the support character. The base is still rather rough, however, my plan is to keep going back to it while I work on the other character's equipment so I can really tune it according to the feel and look of the other classes(I don’t know if that makes any sense lol. )
I obviously made some changes to the equipment, if you compare it to the blockout, simply because I felt like it had to many similarities to the Specialist class.
I tried oriented myself towards other artists work, especially the Crysis Cell characters(in regards to the bags and pouches)cause it gave me some real-time reference to work off something.
For now I think I am done with the High Poly of the support character and will move on to another equipment set(for the Assault probably), so I don't put to much luv into just one character.
I am still very much a noob in 3d(the is pretty much the first complete character I made), and this little game project is really just an idealized goal in order to have something to work towards. Maybe it will become something at the end, who knows :P.(all of our team members are pretty much highschool students, including me, who are trying to learn a little more about game dev(aka total n00bs). Just saying, so you don’t think that this is some intricate AAA monster project. )
In either case, I would love to get some feedback from you guyz;
feel free to tear the shizzle out of me(feedback wise of course
).
Thanks for looking,
Cheers!
Replies
I like the body armor and all the pockets, backpack and stuff!
Maybe the clothes could have more sharp edges on the folds?
Hey thanks man!
Yeah i gotta agree on the folds. I tried to recreate that sharp look but I failed miserably. I went at it with the standard brush and then flattened the individual fold-planes with the h-polish brush; looked kinda awkward at the end tho. Any tips on how to get dem sharp folds?(and yes I have tried alphas but it just looks kinda pinched and gross)
Thanks
hahah alright, thanks for the help tho
hahaha I can see that! Thanks
Crits are welcome of course
Yeah was gonna say kinda got that Dmitry Parkin style going on, like he shows in some of his metro characters.
http://parkparkin.com/gallery/metro.html
Crit wise I would say re-do the folds, they look really really lumpy at the moment, maybe get the standard brush put a sharper alpha on it. That's how I usually go about doing folds.
Also work on a low brush intensity too so you can gradually work them in rather than creating intense lumps without proper flow.
But anyways its looking good man, I like the equipment!
EDIT: Actually didn't see the last image of the jacket and back pack, keep going those creases aren't bad at all!
Thanks a lot for the Crit! I am definitely gonna try that out (your characters are badass btw )
Hey man you are totally right! I am currently still playing with ideas...lets see where it goes
Just something to think about.
Would love to hear ur feedback
CHeerS!
The boots, jacket & helmet are fantastic !
Biggest crit is the pelvis area, both front and back looks off mate
I reckon the belt seems too loose - unless that guy is really fat, it would push in a bit, also a good opportunity to break the silhouette a bit.
Btw the link you posted in WAYWO thread is broken
@big_beluga Yeah its one of my biggest issues. Thanks for the tip
@SA_22 cool!
@CHAI You are totally right man! Your changes look better already. Thanks for the feedback
don't know if he used similar approach but this can be helpful - http://pixologic.com/zclassroom/homeroom/lesson/military-assets-with-joseph-drust/
Just what I was looking for. Thank you, Curtis!
My workflow is really nothing special.
I just make a simple base mesh in Max and then just imported everything in Zbrush. There i added some detail, changed proportions, sculpted folds and all that junk. So nothing mind-blowing lolz haha
Yeah thats a great tutorial series! Sadly I am not that confident in my Zbrush skills yet to pull off an entire model,made just in Zbrush. But it looks like thats the future!
Thanks for sharing
Anyways,I hope it helped
But the Boots are to high. I think Special Forces using some lower Boots with the trousers over, not in them.
Lowa, Meindl or Hanwag are some Boot Companys.
When you´re out in the field, the Trousers are over the Boots. Only in the Barracks they have to be nice and clean in the Boots!
Fair game! I'm working on making a model entirely in zBrush. I've gotta tell ya, the hardest part for me is getting everything accurately proportioned. The vest I'm making looks so thick compared to yours!
Looks awesome ^^
Its still heavily WIP(especially the vest)!
haha thanks man!
yeah the pants....sigh. I totally agree with you, the folds just don't look natural and just kinda lumpy; I will continue to work on it till it looks right hahah!
Still heavily WIP, just a quick update. This is actually the first time I have ever sculpted an entire face o.O SO it probably looks like total dogshizzle :poly142:
This looks cool and the boots are so much better then the old ones.
cant wait to see it finished
Will you give him a goggle?
The last run of wrinkles looks a lot better by the way! You can lightly run the pinch brush over the tops of the folds, and even on the back side of the mesh to get the valleys. A lot of times what I will do is run the standard brush in z pos and then back over in z neg just under or above that fold I just created, kind of like how you would use an airbrush.
Man, super impressed with your work already. Can't wait to see more!
@shockinfinite Thanks dude and welcome to Polycount
@dimfist thanks a bunch for the kinds words.Pinching the backside in order to pinch the valleys truly does sound neat, I have never thought about that. I will definitely give it a go Thanks man
RPG32 model by Michael Unkrich
as for the gillie I have no idea yet haha. I am probs gonna do it with planes in conjuction with alpha masks so I can put all the transparent objects on one texture sheet.
Now on to the texturing
Imma give PBR a shot