talons model in http://boards.polycount.net/showflat.php?Cat=0&Board=2&Number=82&page=0&fpart=391 inspired me to make my own freeman model in a tf2 style so i started on it friday a bit, and starting back up on it today. pretty happy with the lower body proportions, working on the shoulders and arms now, try and get happy with them.
i'm going a gordon freeman direction. at least my opinion of it. which is a thin scientist in a neat biosuit.
lee what do you mean by stylized? if you look thru the tf2 models, only some of them are crazy exagerated. only to suit the character. http://www.tfportal.de/tf2_classes.php
i know its easy to just think "stylized" and poof make giant hands and feet. but tf2 is a lot more subtle than that.
the scout is pretty much straight on normal proportions.
sniper is mostly, just slightly oversized hands and arms.
soldier has slightly oversized upper body.
demmo guy has larger uper bod and skinny legs,
doctor pretty much normal proportions
heavy is most stylized huge upper bod and arms, small legs
pyro mostly standard proportions slightly big hands
spy besides a long upper bod he's a normal proportioned skinny guy.
engie fairly normal proportions just slightly small legs.
what i'm trying to do is not make a warner bros cartoon char and make one that i think would fit right in with the tf2 game. i don't think thats done with mostly the geo but a mix of geo and texture
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what do you mean by stylized? if you look thru the tf2 models, only some of them are crazy exagerated.
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Thats one way to view the word stylized. If you going to recreate Gordan in the TF universe then maybe give him big glasses, or a really large crow bar. (coming up with random ideas) I wasn't thinking big hands a feet but more of things from his universe that could be exaggerated so players would know, "Oh theres Gordan from across the map"
Yeah thats more like it. As much as I like seeing Gordon Freeman done in new styles, Talon/Spitty's version didn't set well with me when being touted as a perfect match for the TF2 style. On its own, separate from TF2 its fine. I'm glad you aren't using the purposeful exaggeration in TF2 as a license to go all Fisher Price Heroes. I really like spitty's take on Gordon, but it doesn't fit well in TF2.
I'm glad you're keeping to more of a "Gordon Rockwell" body style.
I like it. I think it would be nicer if he was a little broader (skinny people can be broad) - just to make the suit have a bit more depth to it. Right now the suit doesn't feel like much. It is a nice direction and it does fit the TF2 theme, and the texture will bring it out so much more.
Also just though: if you brought out the beard out when you do it - you'd see it side - which is all part of the TF2 look, silhouette.
Rhinokey, Looks awsome, and I totally agree about your points on the tf2 style. There are a lot of folks who think "Stylized" means "Whimsically Exaggerated", when in fact it is simply being consistant.
ROck on, looks great.
One of the key TF2 artistic points is that all the characters have a seriously well-defined attitude built into their visual design
what kind of 'tude are you trying to give your TF2 freeman? Still feels kind of aimless right now in that respect (unless you're going for the "weiner" attitude)
last update for today i'm headin home, weighs in at 3k polys i'l have to check and see if talon was correct that the tf2 models are actualy over 13k if so i got a lot of smoothin to do i just wanted to get him roughed in completely first.
Hey Rhino, just a quick thought for some added personality. I am not sure what you're planning, but it'd be great to see him and his costume destressed a bit. Messy hair, a little blood on his crow-bar hand, and so on.
So I guess I should ask what direction you'll take him? Gordon Freeman who's new to the suit? A generalized Gordon Freeman? A post-battle Gordon Freeman? And so on.
it feels like the nose is too small in the side view. Push it out a bit more, or bring the mouth and chin forward. His face just feels a tad squashed at the moment to me. Otherwise im enjoying it!
Yes! looking very cool. Looks like a scientist with a cool bio suit made in the tf2 style. Make sure to build enough polys in the face for some fun facial animations.
aesir: besides cleaning up the edge flow i think i'm verry happy with the face shape. especialy in profile. i may tweak it a bit straight on.
milkjoibrome: have not thought much about the textures yet. but if i do put this in tf2 i will have to make red and blue skins. but i will surely make a traditional gordon one. and maybe one with blood. not sure. none of the tf2 characters are dirtied up from the start.
Looking really nice, Rhinokey.
I'm currently working on a Patrick Bateman model in TF2 style (will be posting a WIP shortly) and while heavily looking at the topology and silhouettes of the TF2 characters in the model viewer, I noticed that the hands for the models are pretty much identical (with a few tweaks here and there, mainly for the scout). They all generally have thick wrists and chunky hands and I think that is what is missing with your Freeman model so far. You've got the main propotions down and the head looks great! Just the hands are really letting it down for me.
Keep plugging away, its really coming together.
I think it's perfect.
If you're going to over-exxagerate anything it should be the forearms, but they look great the way they are and I personally wouldn't change it.
I think the neck is a bit long. With armored characters I often forget that their shoulders are buried underneath a good bit of armor, which leads to the same problem.
holy smokes, i was lookin in the tf2 model viewe.. and aparenlty i need to beef the shitfuck out of the polycount,
the count shows in the viewer as 16k for the models i've looked at. the faces are insanely high poly modeled teeth, tongues even those uvula things
i'm not sure how the eye works but i asume its some kinda shader, that follows you within limits, as you move around int he viewer the eye follows you, but the geo does not move
the models seem to have normal maps that don't really do much for faking shape, but moslty just helps with lighting rendering to make it look smoother on the blockier body parts.
nice start, and thanks for showing the wires of the tf2 characters. Hmm i must say that the lods of the tf2 characters are at places horrible. Everyone must have spotted the pyros tank changing colors right?
It will be intresting to see where u go with this!
Yeah, it's been in since HL2. If you want to have a go at setting up the eyes, search for "QCeyes" on the valve wiki for starters. Make sure you reference the eye VMTs from one of the existing characters too.
Don't use half-spheres or whatever for the eyes, or it fucks up the movement range and the irises can slide right inside the head. Just model an old-school eye shape as part of the head mesh. You assign a shader to the polys that make up the eye and if you set it all up right the eyes will do that auto tracking thing along with some other cool stuff.
yeah, the eyes have done that since HL2. they can be scripted to look at specific objects. TF2 added more advanced facial animations to go with it. that's why the faces are so high density.
Hands proportions are spot on, dude! This is really coming together, and I actually like the hip blocks being a little bigger and more pronounced. Just adds to the exaggerated proportions and adds more dynamic to the silhouette.
Really looking forward to seeing this bad boy finished with all the shaders applied.
I'm also working on a Gordon Freeman Model, but I just absolutely LOVE this interpretation. I hope you're going to finish it, it'd be darn shame to just leave it like that. Love the proportions and the feel it has to it. Really good stuff.
Hey man, just wanted to say this is looking ace so far. I'm really digging the direction you've taken with it. The long neck fits Gordon well, and the hands have some great style to them.
This isn't the first interpretation I've seen of Gordon in TF2 style, but it is definitely my favorite.
Replies
lee what do you mean by stylized? if you look thru the tf2 models, only some of them are crazy exagerated. only to suit the character. http://www.tfportal.de/tf2_classes.php
i know its easy to just think "stylized" and poof make giant hands and feet. but tf2 is a lot more subtle than that.
the scout is pretty much straight on normal proportions.
sniper is mostly, just slightly oversized hands and arms.
soldier has slightly oversized upper body.
demmo guy has larger uper bod and skinny legs,
doctor pretty much normal proportions
heavy is most stylized huge upper bod and arms, small legs
pyro mostly standard proportions slightly big hands
spy besides a long upper bod he's a normal proportioned skinny guy.
engie fairly normal proportions just slightly small legs.
what i'm trying to do is not make a warner bros cartoon char and make one that i think would fit right in with the tf2 game. i don't think thats done with mostly the geo but a mix of geo and texture
what do you mean by stylized? if you look thru the tf2 models, only some of them are crazy exagerated.
[/ QUOTE ]
Thats one way to view the word stylized. If you going to recreate Gordan in the TF universe then maybe give him big glasses, or a really large crow bar. (coming up with random ideas) I wasn't thinking big hands a feet but more of things from his universe that could be exaggerated so players would know, "Oh theres Gordan from across the map"
I'm glad you're keeping to more of a "Gordon Rockwell" body style.
Also just though: if you brought out the beard out when you do it - you'd see it side - which is all part of the TF2 look, silhouette.
ROck on, looks great.
what kind of 'tude are you trying to give your TF2 freeman? Still feels kind of aimless right now in that respect (unless you're going for the "weiner" attitude)
last update for today i'm headin home, weighs in at 3k polys i'l have to check and see if talon was correct that the tf2 models are actualy over 13k if so i got a lot of smoothin to do i just wanted to get him roughed in completely first.
So I guess I should ask what direction you'll take him? Gordon Freeman who's new to the suit? A generalized Gordon Freeman? A post-battle Gordon Freeman? And so on.
Top notch here man looks great so far.
milkjoibrome: have not thought much about the textures yet. but if i do put this in tf2 i will have to make red and blue skins. but i will surely make a traditional gordon one. and maybe one with blood. not sure. none of the tf2 characters are dirtied up from the start.
vig and josh: glad you guys like it.
I'm currently working on a Patrick Bateman model in TF2 style (will be posting a WIP shortly) and while heavily looking at the topology and silhouettes of the TF2 characters in the model viewer, I noticed that the hands for the models are pretty much identical (with a few tweaks here and there, mainly for the scout). They all generally have thick wrists and chunky hands and I think that is what is missing with your Freeman model so far. You've got the main propotions down and the head looks great! Just the hands are really letting it down for me.
Keep plugging away, its really coming together.
-caseyjones
If you're going to over-exxagerate anything it should be the forearms, but they look great the way they are and I personally wouldn't change it.
If you look at the early HL stuff he has a massive beard and is somewhat chunky!
I think the neck is a bit long. With armored characters I often forget that their shoulders are buried underneath a good bit of armor, which leads to the same problem.
Maybe his fingers could be a tad longer?
the count shows in the viewer as 16k for the models i've looked at. the faces are insanely high poly modeled teeth, tongues even those uvula things
i'm not sure how the eye works but i asume its some kinda shader, that follows you within limits, as you move around int he viewer the eye follows you, but the geo does not move
the models seem to have normal maps that don't really do much for faking shape, but moslty just helps with lighting rendering to make it look smoother on the blockier body parts.
That would be creepy as fuck to work with.
It will be intresting to see where u go with this!
Don't use half-spheres or whatever for the eyes, or it fucks up the movement range and the irises can slide right inside the head. Just model an old-school eye shape as part of the head mesh. You assign a shader to the polys that make up the eye and if you set it all up right the eyes will do that auto tracking thing along with some other cool stuff.
think i'm pretty happy with the body (besides ugly hip blocks. will start on the head at lunch i guess. try and get the model finished sometime today.
Really looking forward to seeing this bad boy finished with all the shaders applied.
-caseyjones
Other than that he's looking great, got the style down just right
This isn't the first interpretation I've seen of Gordon in TF2 style, but it is definitely my favorite.
Please finish him, for great justice!