Hello. This is my first thread on polycount, although I've been lurking around for some time. Seems to me like a very inspirational and helpfull community
I'm working on a character model for an indie game project (which I'm fairly new to), and I could use some feedback on just about
everything.
I'll post updates ASAP, but for now it's just the base mesh;
Replies
looks to me like a hip hop guy or a rap singer.
Vj
@vj_box: I'm afraid there isn't much background to it, as we're making a casual RTS game on very limited time (very based on few units and micro, hence the res). He's indeed a black guy, and he's kind of a gangleader/hero in the game. Along with 3 other hero-characters he fights other street gangs by kicking butt and recruiting thugs.
-Woog
Yeah definitely looks like a solid basemesh. I see some bryan carvett elements;which is always good.You are definitely going to have it cut out for you with the extremely baggy clothes.The proportions will have to look just right for him to be believeable. Should be good practice.
You could probably look over these for inspiration;note im writing in refernce to the fresh design elements aswell,
-bryan carvett's thug
- ThatDons gangster (i think it was his mini-challenge entry)
-Kolbyjukes gangster (google)
I am kinda seeing a mixture of realism and exaggerated proportions.Is it intentional?
As far as background is concerned,i'd say the description you just gave would probably be enough to get you through the model and have some character at the end.I do believe the brief has the been-there feeling (how many ganagster characters have we seen lately? :P) which is why i would add as many interesting design elements in the brief to give it as much character as possible.Note that i dont want you to have scars and shit all over,but some decent design elements could help to make this feel apart.
We're going for a slightly cartoony style, so the proportions are intentional. This will become very challanging to portray, especially in terms of texture and detail, since we're kind of walking on the edge between a cartoony feel and realism. I don't want to bla-blah on about this as it's not really relevant, but think of the design a bit like the nes game "Ice Hockey". There's the huge n' heavy guy, the normal guy (this one) and the short guy with a bit of a weight problem.
Yes, the baggy clothes are a challange indeed. Actually, everytime I look at the mesh I struggle with the urge to let more of his anatomy through. Luckily I have some designs to follow and an art lead to please. In terms of making him stand out more I'm really clueless, so any design ideas or suggestions would be very welcome! (I'm not really into the whole hiphop/gangsta' scene, if it were up to me the character would probably be a punkrocker :poly136:).
@woogity: Hm, ye maybe you're right. My intention was to make the boots look intimidating and heavy (something you wouldn't want in your teeth), but they might come off as a bit clowny. I'll experiment a bit with the proportions and see what I get.
Vj
Perhaps the density is a little uneven for sculpting?
Also, since this is an RTS, the resolution (even though there are few units etc) seems quite high.
What's the target size of the units on screen?
again, asspats and julöl!
The polycount isn't an issue for the game. This character has 3 LOD levels (5170, 2600 and 1500 tris), and we won't be displaying that many units on screen.
Updates are long overdue, so..;
So what's left is some do-overs spawned from ego-burning C&C, a lightmap and some spec. I'll keep posting. Some feedback would be appreciated.