Hey all, I needed to start on a newer project because my other model (Too Human model) is bringing me down a bit... so I said hey, why not go back to my roots, and do some low poly stuff. I defiantly need to work on my texture work, so again... this is more practice.
I was inspired by the 360 game that is being developed by Midway Studios (Austin) called Blacksite: Area 51, if anyone hasn't tried the demo yet, please go download it... it is quite fun, short but fun
Anyways, I've decided to do a character fitting the Blacksite atmosphere for the PSP, and here's what I have:
http://img517.imageshack.us/img517/8939/blacksite1zn2.jpg - Higher Res.
Time to sleep
Replies
I think a few things could be improved, though you're off to a great start. The boots look really clunky right now, but that's more of an issue of style than anything else. I also think you could lose a few tris in certain areas.
Keep it up. I'm looking forward to seeing the textured version.
You could easily optimize the face quite drastically without losing my shape that will be noticeable on a PSP screen.
Great looking model though, very clean mesh.
-caseyjones
I wasn't aware the triangle count could be so high on the PSP, though.
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The PSP can push a surprisingly large number of polys. it certainly won't be slowed by a 1600 poly character, though as the others have mentioned if you've got details that are going to be invisible on the tiny, motion-blurry screen you might as well use the geometry elsewhere.
I would so rtaher have a hacked up, lower detail game with modeling shortcuts everywhere, compared to an ultra nice looking game, as long as it was smooth.
Take a look at Portable Ops. Man that game is so amazing, the detail in the models is fantastic. But the levels are boxes. No detail at all, they can afford to do it that way. Area 51 on 360 is one cool game, and it has big large open areas full of shooting, so you wouldn't be able to afford that detail.
Your looking more inbetween what you have now, and the Killzone model spec. Remember, all you need to do is be able to tell what is what, and as long as the frame rate is good, great stuff.
The model itself you have made is pretty damn solid, great detail, but its more of a ingame cinematic model
For the most part, I'm pretty settled on the tri count (I want to get closer to 1400k) What I could do though, is maybe make 2 versions... one, as Odium said, as a "PSP cinematic character" and the hacked up version as the game character. I've never done any sort of "lod" before, and this would be great practice.
I'm defiantly going to optimize the face, see what I can do about the hands (I did the hand as a practice though... so I may stick with it for the higher tri count character) and optimize from there. Next update should have his gun done as well
Again all, thanks for the crits!
some are:
hard edges double the vertex count on the seam
uvs border double the vertex on the seam
you should use 1 or 2 bones weight per vertex
you should use 8kb uncompressed texture (128*128*4, or 128*64*8 for ex.)
you should regroup areas that are close on the same shader, so that the engine don't produce extra batches or invisible polys to make the connectione inbetween
I think number of bones should be a multiple of 7
Here are the rules I remember so far, don't hesitate to correct me people ^^
http://img509.imageshack.us/img509/3001/blacksite2cd8.jpg - Higher Res
The next thing will be the Alien (one that looks like one of those bug things from Starship Troopers) and after that I'm going to rig it in a quick pose just to see how everything deforms, than spend 20 months on the texture
Thanks all for the crits
I have a question for you guys and gals, when texturing, do you focus on one part until it is done, or go between different parts at any given time. I've been working on this face for like, 2 hours (its embarrassing, but I'm not the best at texturing".
Thanks all in advance.
I think it's looking pretty good for the amount of time, honestly.
Well when I am texturing I'm finding myself jumping around after I have done something that works well in one area that can be implemented into another. But it usually just varies one day I work on one part at a time another I'm jumping I can't really tell since I am in the zone with music and other things occupying my time.
C&C:
Nice clean flow and looks like the textures coming along nicely though, I have no valuable (PSP) information to share since I only work with DS games at the moment.
Would like to be doing some PSP games to upgrade from this DS stuff but I am enjoying myself either way.
keep it up
Right now I'm actually studying wrinkles etc. Because I am struggling really hard when it comes to the shirt and pants, I'm still messing around with the arm wrinkles, but I think they are getting closer to what looks right.
Feel free to do paintovers, I love paintovers!
I think next project will be something I design, instead of using already created references. Maybe some sort of "next gen" platform character... I don't know though, what do you all think?
Thanks again Don.
I could easily see this guy as a standard enemy in a psp game. I await your future works!
http://img517.imageshack.us/img517/1912/payne1va7.jpg - Higher Resolution
I've finished up the "first run" through the texture, again, just trying to get the base texture done. I'm going to switch over to the gun and get that done, then move back over to the character to iron out more areas you guys suggested.
I was playing around with the eyes, and I still like em where they are now. The wrinkles I'm gonna have to play around with (thats gonna be a nightmare) as well as the shoulder pads and the face in general.
Hopefully this is ok for now.
Again all, thanks for the crits... KEEP THEM COMING!
Thanks Jesse
Is it supposed to be defining the jaw muscles? Seems in the wrong place, if so.
Anyhow, I'd take it down a notch.
And yeah, them cankles be thick.
keep it up man, you have been evolving really good ! i like the mesh too
I agree fully with the face, obvisouly I was trying to go for the cool stylized look, but as Sec said, its just not working right now. I'll fix it up. Should I move it back some? (the muscle line)
Hey Johny, was just wondering where it shows more stylized, than more realistic. I think a lot of it has t do with my lack of knowledge when it comes to the texturing phase, I've been trying to study alot of reference material for this guy, but I'm probably doing something wrong here ha ha.
Thanks all, you guys (and girls?) have been really helpful!
Still, this means 262Ko of uncompressed texture for each character, about 1/8th of the available vram on a PS2 system (not sure about psp, depends on buffer size etc)
For the PSP I think that the detail in both the model and texture is a bit too high.
Keep in mind that the screen is only 480x272. If your character is fully shown with a little bit of distance from the camera than it would consume around +/-100x215 pixels.
This would not even justify a 256x256 texture which would also still not be ideal for the PSP's video memory assuming there are more characters and a textured environment.
Making renders with the resolution of your target platform gives you a good idea of the relation between screen- and texture space.
I honestly didn't even give it to much thought about how many pixels this character would take up on screen, and it definatly puts it in context about what you said Ikraan.
Only thing that confuses me right now (well... a lot of it does, but this is one of the issues) is that recently Chris Holden had shown me Jon Jone's portfolio, and it had some characters from the PSP game Daxter. Now I can't recall the exact size of the texture sheets, but I could have SWORN they were like 512 x 512, or 256 x 256. Do they usually shrink the texture sheets once they are done?
I thought that by doing this (shrinking the flats) that you lose alot of the finer detail. Maybe just take one last pass at them when they are the smaller size to help save some of the compressed details.
Thanks all, and sorry for so many questions, but I am an inquiring mind
But not before I post another update.
To all the gun lovers out there, sorry I didn't get everything spot on, I'm not a big fan of guns, but I did have a great reference, so hopefully this is ok
I'm gonna dirty it up some more... although I don't think it will make a difference if shown on a psp screen, but its practice non the less.
Thanks Johny
Just getting the pose done... slowly but surely this guy will get done.
pretty minor, but that's all I got.
Nice work!
The smaller "big" type feet I usually do on a lot of my personal characters, I do enjoy more stylized work, and I think some of that was carried over to this guy.
Thanks Ben
hobo, I think thats supposed to be the number 11.
Does it look like slop though? if so I defiantly need to fix that, ha ha.
Thanks all.
Keep up the good work man!
I've gotten a lot of crits about the transition from the face "stubble" to the ear, and I'll defiantly fix that.
Nice portfolio pieces as well Don, that fire guy is killer
Thanks again all.
As far as bringing your stand together, (which looks very cool) why not just paint over the photo stuff to match the character's style? Either way, it looks good. Keep it up