Hi all, I have finally finished the remake of Rankin from UT99. I was inspired by Unreal Tournament 3 and Gears of War. I plan to get him playable in UT3. The low poly model came out to 12,880 tris and used two 2048x2048 textures.
nice, this is what ut3's art direction should have been. I dont like the flesh on his left arm though. I would get rid of it and make his left arm 100% robotic.
The join between the shoulder and robotic arm looks a little weird, I agree with above about making it 100% robotic but the model looks awesome overall Any in game shots?
Looks pretty damn nice, I'd seriously consider getting a lot more colour variation into the flesh however, currently it looks more like a slap on skin texture, I'd put different tones of blue/red/yellow into the appropriate forms.
Jesse Moody- Thanks. Yup, Im now working on getting it rigged and setup in the Unreal3 Editor.
commander_keen & carlo_c- Thanks. Ill try a version without the flesh on the robotic arm later. Im also gonna make some custom parts and accesories later down the line so Ill try it then. Game shots will come later, soon as I get it in the game.
RazorBladder- Thanks. Yeah, Ill try out some more colors in the skin tone. Will see how it looks like in game.
malcolm- The head, bandana, right arm and mid torso/pants were done in Zbrush. All the armor and other mechanical parts were done in Max sub-d modeling.
ru4it- Thanks. haha, yeah I was inspired by Solid Snake while sculpting the head. Im a huge fan of Metal Gear.
BradMyers82- haha yeah man its been awhile. Good to see you again. Thanks!
Seriously though, really good work here. It must be awesome to actually play as your character.
Only downside is the textures don't look nearly as good as they did in your previous render. I don't know a whole lot about unreal engine; but I imported a character once and suffered similar texture downgrade.
Don't get me wrong, it looks great; it's just a shame to see some loose in the quality is all.
maybe someone a little more knowledgeable could help you get a bit better texture quality in game, but unfortunately when I asked about it previously the people here on polycount said there wasn't really anything I could do about it.
Nice work though, and I am interested to see what changes you end up making.
Hey clee this is so awesome, i really admire your worthy effort of doing the entire pipeline of the character and finally making it playable and functional in the game.I know how hard the entire procedure would have been,going back and forth in a lot of places.This is what i really like other than being a good 3d artist,extending your scopes beyond software like 3ds max,maya,zbush etc.You have actulally taken the pain of importing the charater and setting it up.As some one mentioned,this is some slight bad texel compression issues,which is kinda showing muddy textures,this can fixed with proper compression of the textures.
Kudos to u buddy!!
Keep up the good work, and do try and upload the character once it is done,coz i cannot really wait to try out this hero in the game.
Pure Awesomeness once again!!
As far as the reduced quality is concerned, yes, it is caused by decompression. You should see the textures from unreal on how crisp they are and what they look like in the engine.
Hi there! Congratulations for the ingame achievement! Its always such a nice feeling!
Regarding the loss in texture quality - there might be some compression going on but it could be other things aswell. For instance there is quite a strong ambient light going on in UT3 (I think it's both in the levels and in the character shader...) making subtle texturing a bit washed out sometimes. You could try to make a very simple test map with a strong directional lighting setup to check out the difference.
Also I noticed that some details got lost between your zbrush matcaps screenshots and your baked surface information (as seen on the biceps vein) - something happening very often with zbrush outputs. You could try swithing to a very basic and unforgiving material during modelling (mudbox style) and regarding the final asset you could very well overlay the normlamap on top of itself to bump it up, and also maybe bake that zbrush matcap look to a texture to push the diffuse and specular a bit more.
Replies
The join between the shoulder and robotic arm looks a little weird, I agree with above about making it 100% robotic but the model looks awesome overall Any in game shots?
Really awesome job! I simply love it! Makes me wanna start a similar project myself.
Jesse Moody- Thanks. Yup, Im now working on getting it rigged and setup in the Unreal3 Editor.
commander_keen & carlo_c- Thanks. Ill try a version without the flesh on the robotic arm later. Im also gonna make some custom parts and accesories later down the line so Ill try it then. Game shots will come later, soon as I get it in the game.
RazorBladder- Thanks. Yeah, Ill try out some more colors in the skin tone. Will see how it looks like in game.
malcolm- The head, bandana, right arm and mid torso/pants were done in Zbrush. All the armor and other mechanical parts were done in Max sub-d modeling.
ru4it- Thanks. haha, yeah I was inspired by Solid Snake while sculpting the head. Im a huge fan of Metal Gear.
BradMyers82- haha yeah man its been awhile. Good to see you again. Thanks!
Seriously though, really good work here. It must be awesome to actually play as your character.
Only downside is the textures don't look nearly as good as they did in your previous render. I don't know a whole lot about unreal engine; but I imported a character once and suffered similar texture downgrade.
Don't get me wrong, it looks great; it's just a shame to see some loose in the quality is all.
maybe someone a little more knowledgeable could help you get a bit better texture quality in game, but unfortunately when I asked about it previously the people here on polycount said there wasn't really anything I could do about it.
Nice work though, and I am interested to see what changes you end up making.
Kudos to u buddy!!
Keep up the good work, and do try and upload the character once it is done,coz i cannot really wait to try out this hero in the game.
Pure Awesomeness once again!!
Vj
Cheers
As far as the reduced quality is concerned, yes, it is caused by decompression. You should see the textures from unreal on how crisp they are and what they look like in the engine.
Regarding the loss in texture quality - there might be some compression going on but it could be other things aswell. For instance there is quite a strong ambient light going on in UT3 (I think it's both in the levels and in the character shader...) making subtle texturing a bit washed out sometimes. You could try to make a very simple test map with a strong directional lighting setup to check out the difference.
Also I noticed that some details got lost between your zbrush matcaps screenshots and your baked surface information (as seen on the biceps vein) - something happening very often with zbrush outputs. You could try swithing to a very basic and unforgiving material during modelling (mudbox style) and regarding the final asset you could very well overlay the normlamap on top of itself to bump it up, and also maybe bake that zbrush matcap look to a texture to push the diffuse and specular a bit more.
Good luck!
Where's the dowload link!
David-J- Thanks. The whole process of the making I would say took about 2 months.
Pior- Thanks alot for the tips. I tried the overlay of normal map and it worked, looks much better now.
Heres some new screens:
This is sick!