Hey all!
I've been working on this guy for a while now and I can finally call him finished!
So, what's up with this?
I work a lot with low-res models and textures, so basically I just wanted to make a higher resolution asset for a change :poly121:
The aim for this model was to create a character with specs for a high-end PC or next-gen console game that could hold up for cutscenes and close ups.
I've learned much from doing this project. I can still see some mistakes and flaws with the final version but I felt that I had to wrap this up to finally start with something else :poly142:
Critz-n-titz are always welcome as usual.
I hope you find it interesting :thumbup:
Replies
For example, it's possible to remove the flak vest and equipment. Also I made a bandaged version for the head.
The weapon has some moveable parts. Maybe it would be cool to have a cutscene where he cleans or dissemble his weapon while being dismissed!
What was the triangle count in the end? If you're aiming for next-gen (especially with cut scenes) then I think it wouldn't have hurt to have more polys in there.
My intention with the skin was to a sweaty look. I tried out diffirent methods to simulate this, for intance sweatdrops in the specular map and normalmapped driplets, but it ended up with looking like either milk or some weird skin condition... If someone has a good method of achieving this, feel free to share!
The total tri-count landed on 35,119. I used The Witcher 2 as reference for the triangle count. I guess next-gen characters could be higher though!
I have yet played around with tessellation which does a huge diffirence. I wonder if it works fine with skinweighted meshes though.
And I suggest to improve his skin.
Definately! I don't have experience in facial rigging though.
It's something I will look into in the future.
@Twoflower
Thanks
@MrHobo
True! I'll take that in consideration.
@silkroadgame
Thank you!
@kunglao
I used Maya's snap to surface tool "make object live". It's still a lot of brute force to it though. Also, I would suggest to make the hair texture before you do the planes, so you can actually see the coverage. Only using planes with a default material can be misleading.