Hello! I have been here a while, but dont think I have ever made a thread. But here I go
I'm in the middle of a 16 week long school project where we are about 10 people creating a game. I'm sitting as technical artist in the group. But now when I am done with my part of the project, I can spend rest of the time to create a character. :}
Seeing as this is going to be my first game-ready character I've ever done, I wanted to share my progress and hope to get some feedback from you. :- )
Our game is set in a medieval-fantasy world and it's going to be a First/3rd-person racing game with climbing elements in Mirror's Edge. It's a multiplayer game where the players race to get over the city roofs and reach the end.
This is my progress so far, I've just started on the base model in zbrush and tomorrow I'll hopefully finish the base, (yes I know, I need to rework the mouth); and go on to creating the armor.
I am a little worried with the armor, as I dont really know how to make the crisp line some people seem to get on the cloth ends
Replies
Hair is hard to create, so hard :O
Tomorrow I'll start doing details and add in the smaller bits for the armor. Hoping to get the hight poly done by the end of this week.
The old model with hat:
do you have a shot of him next to an absolute ref image. like a vituvian man or anatomical drawing. don't use photographs of people. unless they are specifically anatomical ref images. lens angles etc can distort things a bit.
I need to look at the head scale tomorrow
I think I'll load in some reference to zbrush and make sure that the proportions are correct from all angles before I go in to the detailing.
The project leader wasn't too happy to hear that I would spend the morning redoing some work he thought was done. But I think it was well worth it
Now I need to match the armor to the new base model.
Didn't get as far as I would like, seeing tomorrow is the last day I have left on the high poly model.
But hopefully I'll get to a state tomorrow where I can move on to the low-poly.
Hair is really hard to do. Was watching some other hair done in zbrush, and holy crap, some people are just insane
Heres the final high poly
I would love to hear some feedback. I might be able to sneak in during the weekend and work more before I have to start the low poly on monday :P
Also, don't be afraid to use Maya/Max to create basemeshes for things such as the boot straps, belts, buckles, armor etc etc.
I hope that made sense! I understand that you're on a tight schedule and may not have time to apply these changes, but do keep it in mind until your next character! Keep on trucking, it's looking way better from your first post.
Well, this week started of a bit rough as I was sick monday. But manged to get the lowpoly out (Had loads of problems seeing the mesh ended on 11mil points and the computers we have dident have the RAM to handle the re-topology in maya, so I had to learn topogun).
I did a quick bake and some base colors on it today.
I still have until friday to fiddle with the texture and stuff
Thanks for the feedback for getting me this far
Going to go over and put him in some extreme poses tomorrow and onces the skinning is done, I'm going to go down the list of all the animations that Zane needs to work in our game
A bit afraid of the climbing animations needed (there are 4 of them). But got the support of another TA that just finished the same animation I need but on our female character.
I would love to hear input on all the animations I'm going to make this sprint, so I can push this character to the max
quick ruinning animation for debugging the skinning and the rig:
I'm not an animator, but there are a couple things I notice right off the bat. The first thing is that at the end of the stride the feet lift off the ground too much, like he's trying to kick dirt backwards. The other thing is that his hips "ease" into the contact too much. I think it'd be better if the hips stopped moving downward more abruptly on contact.
I think the tail could use more secondary motion as well.