Hey everyone, I'm getting further along in the design phase of my game idea and decided to start doing some modeling. I'm not a character modeler by trade, but I figured it's as good a time as any to learn, and Polycount has always been a good place for guidance. So here are a few of shots of what I have so far. After 3 attempts, I finally got a human male figure model that I'm happy with, and I started on the clothing and accessory articles. My last two sessions were on the boots, so that's what I'm showing here. As always, feedback is definitely welcome.
this is what I'm going for.
this is what I have so far.
I figure the stitching detail will be done all in Mudbox. I'm going to spline out the laces for geo and just bake them into the normals. I'm trying to decide whether or not to model geo for the different layers of leather, and what to do about the knobs on the sole. I have an alternate sole where I modeled in all the knobs, but then I have turbo smooth issues because of all the extra edge loops. So fire away, everyone. And thanks ahead of time.
Replies
well it's not all one mesh. the tongue, sole, upper, strap, and lace eyes are all separate meshes. unless you're referring to something else?
yeah, that's some smoothing group stuff where I have tris connected to quads but I think I just had an idea to fix all that. Maybe what Yak was talking about? I'm not sure. but modeling all the different leather layers separately and just pushing them through the upper mesh instead of having them connected. thanks for pointing out