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UT3 Character - Rankin remake

polycounter lvl 18
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clee101 polycounter lvl 18
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.



rankin_head_hi-res.jpg

rankin_hi-res_render2.jpg

rankin_hi-res_render.jpg

rankin_lowpoly.jpg

rankin_lowpoly_wire.jpg

rankin_render2.jpg

Replies

  • Jesse Moody
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    Jesse Moody polycounter lvl 17
    Kick ass. You got him in UE3 yet as a custom character?
  • DInusty
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    DInusty polycounter lvl 17
    awesome! i want it in UT3!
  • commander_keen
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    commander_keen polycounter lvl 18
    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.
  • Vailias
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    Vailias polycounter lvl 18
    Been following this at the Epic forums. Turned out awesome.
  • carlo_c
    Nice, I love the face sculpt.

    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?
  • RazorBladder
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    RazorBladder polycounter lvl 18
    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.
  • malcolm
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    malcolm polycount sponsor
    Is this z/mudbox model for the hi res? I'm curious how you did all the nice bevels on the hard surfaces, like his boots.
  • ru4it
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    ru4it polygon
    The head kinda reminds me of Solid Snake execpt without the mullet... but that is really kick ass!
  • BradMyers82
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    BradMyers82 interpolator
    So this is what you have been up to huh? I haven't seen you post here in a while.

    Really awesome job! I simply love it! Makes me wanna start a similar project myself.
  • clee101
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    clee101 polycounter lvl 18
    Thanks guys! Glad you guys like it.

    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!
  • clee101
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    clee101 polycounter lvl 18
    Hey guys, I got the character in the game now. Still gonna be doing some more polish work to it. Heres some screenshots:

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  • BradMyers82
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    BradMyers82 interpolator
    Wow, you never loose!

    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.
  • vj_box
    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!!

    Vj
  • David-J
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    David-J polycounter lvl 11
    Amazing work. Truly impressive. How long did it take you? From design to getting into the Unreal Engine?

    Cheers
  • butt_sahib
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    butt_sahib polycounter lvl 11
    Looking excellent.I love it.very much

    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.
  • pior
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    pior grand marshal polycounter
    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.

    Good luck!
    Where's the dowload link!
  • killingpeople
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    killingpeople polycounter lvl 18
    This turned out nice, good job!
  • clee101
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    clee101 polycounter lvl 18
    Thanks so much guys.

    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:

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  • jaalto
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    jaalto polycounter lvl 13
    awesome job :).. you have won the match.
  • JasonLavoie
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    JasonLavoie polycounter lvl 18
    muuuccchhhh better :)

    This is sick!
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