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
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
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Edit:
ok adjusted the retopo,
so it's a "watertight" mesh now, surely makes "more fun" to rig that without worrying for poking tris