hey guys
just wanna thank everyone who helped with the handheld wizard i posted a while back. appreciate that one
anyway this is a character. targeted at the old unreal engine 2 and is as you can see based on a cartoon style.
sorry i can't post any concept sketches but my scanner is refusing to play with vista. crits welcome. many thanks
dave
Replies
i hear you on the proportions, i've since lengthened the arms. thanks for the advice:D
here's an update.
Looking @ this animation wise, you'll need to rework his wrists (he doesn't have any right now), his knees, and his pelvis. Those areas look like they'll have the most problems deforming.
Lastly, your edge flow is very very linear. When creating an organic shape, make your edge flow....flow, for less of a better work. Add curves to it, like that of the human/biological figure.
Keep working it---practice makes you better.
you were spot on with the age range. i still need to have a play with the wrists, knees and pelvis to rework them for the animations. where do you think the problems will be in those areas?
here's the unwrap of the character. this is at 512 resolution. the finished texture will be at 1024
Pelvis, you'd want the lines to go up @ an angle, like that of a basic human (the pelvis bone is angled up---you want those loops in your model to match that. Check some male reference, preferably one that is in decent shape, so you can see the general "V" silhouette of the pelvis that I'm referring to.
His knees are a bit confusing to me, partly because, well I can't see them. Are you not going to be able to see the knees, or are the shorts just that low?? Either way, I think you'd need to construct some knees for him, under the shorts. That's just my solution though, and I by no means claim to be a rigging/animation expert, so the other polycounters can help you more in that area.
The elbow joint seems like it will work well however. Also, do note what Bass said about the anatomy---he's an anatomy whore and he's dead on about your proportions.
You didn't ask, but I like unwrap theory in general, so I'll crit that too while I'm here. I want to say that it could maybe be a bit more effect. Have that square piece lower in that space between his arms and hand, and maybe squeeze the feet in there, you might be able to get more space for the face (which, generally, is the most important part of a character).
That way you can have the shorts and the shirt squared out on the other quadrants.
here's a rework of the hand.
hopefully this should work better. thanks for the crits on the UV's too. i'll update the texture as soon as the mesh updates are completed. i'll work on the knees and pelvis now.
i've added more curve and poly's around the arch of the pelvis and added a knee under the shorts(which have no bottom so will have to be a 2 sides texture). the shorts have an extra loop to aid the deformation when the lower leg lifts
You still need to add a wrist and move those calf verts down for a more organic poly flow.
by Jason Osipa
This is one of the best books for anyone that wants to make characters right. He has great advice on how to utilize poly flow and edge loops for proper animation. Check it out.
A good investment though
here's an update on the UV maps so far.