I figured I better start posting my progress before I get to the point of messing the model up beyond repair.
I'm therefore marking this place as my WIP thread, and hope to fill it up soon.
So here goes WIP on this character I'm putting together, inspired by hardboiled crime fiction and film noir from the 40's and 50's. I started modeling him after Bogart, although I finished him trying to incorporate some features of Mike Hammer (Ralph Meeker in Kiss Me Deadly), but I guess I ended up with a head that doesn't look like neither of the two.
Only the head is textured 1024* C/S/N maps, and it weights 896 tris. Here's the screengrab:
The fedora is in mid poly range [placeholder], and the coat with all the pieces is around million polies (2m tris). The folds, especially in the lower part, still need some warm loving care. I hope to get some comments about building the low poly mesh, since my intention is to hopefully put this dude in the game (probably UT2k7, so I'm aiming for those specs) and not just leave it in portfolio to catch dust. Basically, I'm not sure which bits of the coat would deserve to be modeled out in low poly. The coat has a cut on the back and it's open on the front. I hope I can make a rig with dynamic chain that would be colliding with leg geometry, and hence I'm thinking of building full legs. I'd actually love to make hardboiled detective game noir one day
Here are some renders (legs, hands and shirt collar + tie are still missing - coming soon):
C&C most welcome.
Replies
For now, here's some progress on the shoes:
normal maps lookin great tho
Thanks for looking
Anyway. As far as crits go, I would round off his chine a bit more, the silhouette is looking a tad too edgy there.
The skin could you some more pigments in it as well. It's coming off a little to pink and plasticy, like his skin isn't real.
Here's a little thing to help out with pigments
Other than that, it's looking pretty sweet.
I made some changes with the head as suggested.
Neo god: I added colorization, but I think it might be a bit too intense, I think I'll tone it down a tad, because his nose looks too red, like he's been drinking too much
Here is a quick render:
Ferg: eyes are smaller a bit.
The lower part of the coat still needs some work, so now that doc rob helped me decide to forget about fancy dynamics for cloth, I'll just have the coat closed, and I'll finish sculpting it. It is actually made of mud, I hear you EQ
Also, here are the head textures, any tips on making them better would be most helpful:
color and spec
Thanks!
The high poly is done. I have no clue how I managed to render this out, it has almost 6 million triangles in one scene file. But after dozens of mental ray crashes I lowered the settings enough, so that I got complete renders at last. Again, only the head has textures, the rest is still high poly with no textures.
My only gripe is how the hat sits on the head. Somehow doesnt read as real. It looks like a plastic hat on a high-end action figure, as if the hat doesnt quite stretch & deform a little to squeeze down onto the mans head.
Anyways... here:
character + Johny: the texture is on my to do list. Your comments have been noted.
ScoobyDoofus: I fixed the shape and positioning of the hat a bit, I hope it looks better now.
Askhat: Yes, sir.
Thanks all~!
though i know this guy's more movie than pulp inspired, i think it's a natural choice to do a beauty render in the style of a detective fiction magazine cover, something along the lines of the great cover art found here:
http://home.comcast.net/~pulpgallery/welcome.html
that or a movie poster. something fun. in any case, looking forward to seeing the finished product
Shepeiro, I was thinking the same thing, and I might still add geo and rebake the belt, but only for the part without buckle though, because I think the buckle wouldn't look too good modelled out.
As for the length of arms, it might be that they seem long because the belt is just below the rib cage, while the belt on the pants is much lower. But I'll move the hands up a bit and see if the proportions look any better.
And thanks
I'm absolutely loving the whole piece though, I'm a big raymond chandler fan
Thanks, Rooster. Fortunately, it will be easy to extend legs, as they are just floating under the coat.
Great job on the rest, though, no crits there.
Well, here is what it looks like inverted back, and cropped, to show that there's a sleeve detail cast on top of the UVs that belong to the coat front. It looks like rays were cast from some crazy directions and made all kinds of distortions.
I ended up using the Displacement Map Creator, but it only makes 512x512 maps, which isn't really helping me, as my texture is 2048x2048
Yes, it even occurred to me to cut up my normal map into 16 pieces and convert to displacement piece by piece, but I'd rather ask if anyone knows about some other utility that creates displacement/height map from normal map at input texture size?
Doc rob, thanks. I tried addressing issues you mentioned, and so I turned the scattering radius for the eyeball back to zero, as it was bothering me that the white of the eyes appeared to be glowing. The eyeball texture should be more visible now. The irises are photosourced and there was nice color variation, but I think texture filtering has killed most of the detail. Will try to mess with that some more, or try different iris textures. As for the shadows, I really wanted soft shadows, because from the eye reflection you can see that there ought to be large light source, prhaps a window, but that would take forever to render (it already took about half an hour for large versions).
Daz, thanks - yeah, I see now he is a bit too bumpy in some areas.
Here are some more renders:
Note in the photos how the whites of the eye are not actually white, they're just a very slightly paler version of the neighboring skin tones. Color is relative and stuff.
Thanks EQ, I'll try again, although I got the decent displacement from normal with CrazyBump, so at least I got detail to work from. I know that author of xNormal noted that the max ray distance should be the maximum distance that high poly mesh is away from low poly, but even when I try to make it as close to that as I can, it seems to have troubles with floating geometry.
I'm in, I'm in!
Got me a job
It's at EA Tiburon. Go aligators!
Per, I understand what you're saying, the problem is I don't know how to render it to look the right way. There wasn't much shadow on eyeballs because the light hits from the front and so eyelids don't really make much shadow - to avoid the sharp black line under the upper eyelid. The last thing I am going to try is having eyeballs be SSS shader too, so that at least the eye and face shader respond in the same predictable way to the light. I'm also set to do soft shadow render with better lighting, so hopefully that will create better looking shadows on the eyeballs as well. BTW, I used mostly 3d.sk images for reference, and also sampled them for textures.
Thanks again!