Follow me on my Journey on creating my very own realtime character for
"Hunter: Showdown"!
I love what Crytek created with the game! Also, I like that they served the western-genre.
As an aspiring character artist, I am stunned by the characters they made for that game, so I decided I try to create my very own character which will fit in their Hunter-universe.
Any sort of feedback and or critique is highly appreciated!
I started on September 18, 2019, working on that character after my regular job, so the time I can spare is about 2-3 hours a day.
So join me on my adventure ![:D :D](https://polycount.com/plugins/emojiextender/emoji/twitter/grin.png)
Replies
Also, I knew that I will use Marvelous Designer for clothing, so what I do is:
Rigging the basemesh, pose it in a "relaxed a-pose" inside of Maya, make an animation in which the basemesh is squatting to get the best/realistically folds/wrinkles for garments.
as you probably noticed I modeled som boots too while the basemesh was in a "default" a-pose
(see next post for the boots)
As always, I try to find good references (Hint: to display and collect reference images I use "PureRef")
I modeled the base in Maya with the help of referencing those images, after that,
I imported that in ZBrush and prepared it for further refinement
detailing the boots:
I created the pants and belt in MD and tested the simulation
(Notice: particle distance was at "20" for that GIF, so no quality folds expected here
Let's dance the "Hopak"
And this is what it looked after trial and error to get the garments right (after simulating + animation):
The back looks not that good, of course, you should/can adjust the garment after simulation,
regardless if you animated it or not for "realistic folds" if the result looks bad, no need to not readjust it by hand I guess
Never modeled a gun, so...
Also, I try to stick with some reference here.
Tried to stay as low as possible with the vertex count so I can change it easier later if needed:
cleanup:
Where exactly do you think it feels saggy?
The next area I would rework is this one:
Indeed the Bullets are placeholders, I need to redefine them in comparison with the gun (somewhat a peacemaker)
there are so many different colts + bullets, hard to know what bullet-type(s) belongs to what gun
but somehow I find its also a "design" decision somewhat, I want the character also looks appealing and not only "real".
I really struggle if or not I should model the pants more towards the upper side. I will try a "quick fix" to check what it looks like.
Please don't get me wrong here Alex,
i really appreciate your tips here!
Something to consider. Cool project though, can't wait to see more.
Thanks a lot for your suggestion, you are right about edge flow!
I will surely have to rework that part!
I am glad you like it so far
------------------------
Edit:
ok adjusted the retopo,
so it's a "watertight" mesh now, surely makes "more fun" to rig that without worrying for poking tris