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WIP Game character

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;


ngforcriticspt3.jpg

Replies

  • dolemite
    i think it looks pretty cool. Its a base mesh, are you going to be sculpting this?
  • vj_box
    can u also share some background info of this character?
    looks to me like a hip hop guy or a rap singer.

    Vj
  • BuCC
    @Dolemite: Thanks ;) and yes, next step is sculpting it and baking a normalmap and an amb. occ.

    @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.
  • woogity
    hey not a bad basemesh, looks pretty well laid out for sculpting on. only crit maybe his feet are too large? they appear a bit big, not a lot of curvature to the spine, but i like to think he would slouch anyways so i like it better as is. cool looking base man will watch 4 updates!


    -Woog
  • butt_sahib
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    butt_sahib polycounter lvl 11
    O HAI
    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.
  • BuCC
    @butt_sahib: Those are some great references, thank you very much!
    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_box
    hmm, cool start any way, keep posting the updates!!!


    Vj
  • sevenfingers
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    sevenfingers polycounter lvl 18
    Not much else than asspats here!

    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!
  • BuCC
    Hey Sevenfingers. Glad to have you aboard my thread:). You're right - I've could've planned the density better, but in retrospect it was enough to get the sculpt detail i wanted.
    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..;

    51009925yg4.jpg

    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.
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