after playing through MGS2 recently i started working on this. it's going to be a little side project aimed to improve my normal mapping workflow and rig setup. i want to find a way to animate the hair in a realtime-engine compatible way but with good looking results. but for now, modeling, texturing and shading is what has to be done
the hairdo is just in the beginning stages. i realized that i need a more dense alpha for this, especially for the hair strands on his forehead.
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nice skin , what shader you using?
seriously tho, lookin real good. like the hair and that hader is indeed real good.
however his eye seems to have a rather strange shape? looks like a pear
***runs away***
http://www.insertcredit.com/features/dreaming2/index.html
after all i found mgs2 to not be a "real" video game but more of a very well told, surprisingly deep story, held together by interactive parts.
those who skip the cutscenes and radio communications are really only getting a very short sneaking game with difficult/complicated controls. splinter cell seems a more appropriate choice for these folks.
that article is pretty good, thanks steakhouse.
anyway, i hope snake eater features a story as deep and weird as mgs2 has one and is not just another straight action flick.
as for the technical stuff - raiden wears protective caps on knees and elbows, that's what's sticking out here. it wasn't
too evident in the ingame model but it can be seen on the toy figure - have some shots of it. body model is still wip, a few accessoirces are missing right now and of course his weapons (sword and pistol).
the shader is nothing complex - a standard max blinn shader with normal, color and specular maps attached, i still have to include skin pores and lip detail.
the shape of the eye is still undecided. it's the way his eyes seem to be shaped according to most mgs2 footage i have but it might also be related to his common facial expressions.
but since i'm going towards a more "realistic" style anyway, i might as well change that.
as for the hair animation - yeah that's the obvious solution but it's annoying to animate with that. for me it always means that i start getting lazy to animate the hair and thus leave a lot to be improved.
i'm more thinking about doing dynamics simulation and bake that to strands of bones afterwards. as said it should be something that allows for export into realtime engines. low bone count, possibility to optimize/reduce the baked keys afterwards, good looking result, that's the target.
Best line in MGS3, by far.
looks pretty cool, the lips seem a little strange, like the corners are pushed out too far, or the lips in general are pushed out too far. the stomach - hip area looks smashed, and really accents his... package. it looks pretty unatrual.
the head texture looks cool!
[ QUOTE ]
How did I get from one extreme to the other? Simply, I played the game again, not skipping the plot sequences. I reread some modern Japanese literature. I found a picture of Yoko Ono in an old Rolling Stone magazine, cut it out, and taped it to my wall. I sat down, then, looked at Yoko, and thought.
[/ QUOTE ]
about all he sums up is how he overestimates the heft of his own intellect and subscribes to the silliest sort of esoterism with regards to japanese culture. man people just don't get MGS2, man, it's deep, it's postmodern. sure guy, maybe it's postmodern, but the controls for all the MGS games are strictly pre-modern.
that said i'd desperately love to know how i could possibly enjoy any of the MGS games. i've tried but they just drive me nuts, if i could just watch the whole game with no interaction i'd be much happier... which makes me realize i should probably hunt down some cheats or save game files
anyhow, back to topic.... Steakhouse is definitely right, though i love where you're going with him if you want to be true to the character as you can he definitely needs to be more beautiful. skintone is too realistically male at this point
It wasnt until MGS3 that I well and trully came to appreciate the feeling of the MGS controls. They gave me the ability to peek up and around an object, draw a weapon, fire, then quickly drop back down again. The feeling of shooting over and around cover made the game for me. It was amazing.
Anyway, about the model, having never played the MGS games, because I don't own (or want to own) a console (..as I hate all the console controls) the first impression of the model is the hair is well done, the face seems to have... almost too much detail, which to me seems that the edges need to be straightened here and there. on the whole body shot, he has almost womanly hips and a very narrow ribcage. Generally a male's ribcage is wider than his hips. If he's supposed to be that "Japanese" Androgynous look, then I don't wanna know and I'll head out.
Scott
In the game, he also has womanly hips. =\
http://akadotretail.com/shop/shop_showbook.php?id=4775300644
Scott:
In the game, he also has womanly hips. =\
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*shudder*. Yes. he does. I'm outta here:
Scott
thanks for posting the pictures, however i'm not short on footage - i've hooked up my playstation to a video capture board - i have lot's of footage but even in close up it's low rez stylized stuff.
currently checking reference material on male actors with some kind of girlish look to give raiden a bit more "life". the eye shape has already changed and i hope to post some pictures soon.