Rhinokey posted a wip and a modelsheet in a thread,(http://boards.polycount.net/showthread.php?t=68101) as a character animator I consider myself useless at modeling and let alone texturing or drawing. so I tend to yank other peoples modelsheets and model and animate..
my internet conection was horrible during the night, so I watched some futurama and modeled the character from Rhinokey's sheet..but, in a more high-poly fashion..not really gamedev related I guess
oh well, 4hours later...time for sleep
tileset i'm working on for a little torchlight project. figuring out how to hand paint textures and layout UVs for enviro work at the same time = hard.
acapulco> Thks! That's just for fun.
I went to an expo last day in "Orsay" Museum.
There were a corner about old records sleeves design.
May be I got influenced by the things I saw there.
i think he needs a lower eyelid, but otherwise awesome!
Actually, the lack of a lower eyelid makes him seem pretty cool. Doesn't make me think of Sherlock Holmes, but then again neither does Robert Downey Jr...
here's a charakter i am working on. After finally realising that, at the moment there is no chance for me to create an ICO/SOTC/ZELDA/MARIO64 hybridgame on my own^^ i dropped all the humiliating work on that soft-headed piece of idea. I discovered my bunny once more.. started to like it again and decided to handpaint it myself. Although i have never done this before i am quite eager to finish this job.
I hope i can get some feedback and ideas to this project. at the moment i am little bit stuck with the body texture. I am thinking of a starwars/wipeout ship kind of surface that doesn't look to technical. More like fine polished concrete or something^^ any ideas..
robot , thats an awfull lot of tris that arent contributing to the silhouette at all on the under front part , you could optimize that and use it to smooth out the cables wich have lots of sides, but seem lowpoly still. Nice bakes
Just a silly mocop I'm working on for a school assignment... the shader is absolute crap right now, if anyone knows of a good cell shading shader setup... please... tell me, because this is absolutely shizat what i have now (Its in unreal).
Obviously there is no textures... only base colours, and really... the water wheel doesn't need to be in this shot, it kinda ruins it, BUT WHATEVER!
jason, is that going to use fully dynamic lighting in unreal?
you can then take advantage of lightvector info in the shader (not sure about the new dominant directional, i dont know if that counts or not.)
it'll make life easier but lighting less flexible.
anyway just a hint
I'd scrap the pure black shadows
make them a tonal variation of what's there. maybe you could make it darker, more saturated and even add a hint of a unified colour to them (a blue or red???) to effect temp
consider adding two layers or shading? not just one harsh edged? maybe oh i dont know. As well as shadows, consider spec/highlights as well. they should be equally stylised.
what you need to consider is also that the further away something is, the less detailed it should be (consider lodding with some clever model edits) if you try to emulate a traditional technique think about how you'd do it. you wouldn't draw/paint something with equal detail and density if it was in the background. food for thought maybe???
finally i'd look at afro samurai game. it was mint!
More so looking at Okami for this one buddy (Afro Samurai WASSS mint though).
I'll be playing with the shader over decmber I think (be the smart thing to do). Most of the lighting was made in photoshop, I just used the models (and the shader) as a starting point.
flow3d that juan is awesome, feel like helping us out when it gets animation time?
hehe, yeah maybe I tend to not like/suck at doing run/walk-cykles though .. Im more of a cutscene or context animations (is that a word?...monsters breaking doors-animator) so I dont know how well I'd perform
got crits that the jump is kinda stiff..so gonna look into that
also gonna give "folks" and "long" a bit more of an OOO shaped mouth..kinda missing that shape for some reason (looked good when I keyed it damn it!)
Okay, I looked at some images and worked on the poly flow for the spy head, I think it is better, but I am having trouble with 2 spots, maybe you guys can help me out:
Still have some 5 points near the eyes with this new flow, as well as the triangle at the top of the forehead, any ideas?
I am trying to find a way to get rid of the 5 point near the nose:
If you are referring to the sunk in side of the head, then that is just cause I didn't get to work that other than laying out the poly flow. I am not worried about anatomy (this guy isn't suppose to look realistic, though if his ears and stuff are off then that is another matter), I am just trying to get the idea of poly flow down.
So if anyone has any ideas on how to improve what I asked in the above post would be awesome, thanks!
@D2king10: I would take the edge loop you have in the middle of the nose that stops at that 5 point poly and continue it around and up the cheek up to that triangle edge you have up by the temple.
@wasker: awesome! those have a lot of character. @luke: skin looks too smooth. how did he lose his eye? maybe you should make claw marks all over the face. How about some residual facial hair? The damage is too intense and localized, put some general scratches like he just faceplanted
trying to figure out an effective way to do hair alpha like this: .
although polycount isn't so much of an issue as this is an instanced boss, who's about 20 foot tall, so the detail is kind of warrented. i wouldn't mind any tips on how to get it down.
although polycount isn't so much of an issue as this is an instanced boss, who's about 20 foot tall, so the detail is kind of warrented. i wouldn't mind any tips on how to get it down.
Looks like your alpha planes are pretty small, you could always try scaling them up on one axis and using them to cover more space... A wireframe might help identify a better way.
Replies
bunch of test poses..
Rhinokey posted a wip and a modelsheet in a thread,(http://boards.polycount.net/showthread.php?t=68101) as a character animator I consider myself useless at modeling and let alone texturing or drawing. so I tend to yank other peoples modelsheets and model and animate..
my internet conection was horrible during the night, so I watched some futurama and modeled the character from Rhinokey's sheet..but, in a more high-poly fashion..not really gamedev related I guess
oh well, 4hours later...time for sleep
if the inner edges are triangulated the right way... why not?
I myself am searhing around for gun modellers for a mod^^
Might i suggest next time drawing the planes of the face 10 times in 10 minutes:
(haha don't mind my notes, they are just to remind me what I need to do next time I open this up)
avoid having too many 3/5 point poles.
If you don't mind me asking, but what exactly do you mean by "3/5 point poles".
Thanks for the topology suggestions.
http://www.subdivisionmodeling.com/forums/showthread.php?t=907
Basically they control the edge flow or topology of a mesh, they are really important when sub dividing or dealing with animation.
Will he challenge flow3D wrestler?
Shit, hoped so... ^^ Neat linearts, whats it for?
I went to an expo last day in "Orsay" Museum.
There were a corner about old records sleeves design.
May be I got influenced by the things I saw there.
Actually, the lack of a lower eyelid makes him seem pretty cool. Doesn't make me think of Sherlock Holmes, but then again neither does Robert Downey Jr...
baked the AO maps today, :poly127: took over 2 hours. the normas and aos are still rough...
here's a charakter i am working on. After finally realising that, at the moment there is no chance for me to create an ICO/SOTC/ZELDA/MARIO64 hybridgame on my own^^ i dropped all the humiliating work on that soft-headed piece of idea. I discovered my bunny once more.. started to like it again and decided to handpaint it myself. Although i have never done this before i am quite eager to finish this job.
I hope i can get some feedback and ideas to this project. at the moment i am little bit stuck with the body texture. I am thinking of a starwars/wipeout ship kind of surface that doesn't look to technical. More like fine polished concrete or something^^ any ideas..
kind regards from berlin germany
bsuit
http://i823.photobucket.com/albums/zz160/ark_forsic/bunny.jpg
He makes me wish I didn't have to eat food during lunch.
http://www.youtube.com/watch?v=J2JNU7194SQ
no embedding in here?
only done a little bit more on this:
Obviously there is no textures... only base colours, and really... the water wheel doesn't need to be in this shot, it kinda ruins it, BUT WHATEVER!
you can then take advantage of lightvector info in the shader (not sure about the new dominant directional, i dont know if that counts or not.)
it'll make life easier but lighting less flexible.
anyway just a hint
I'd scrap the pure black shadows
make them a tonal variation of what's there. maybe you could make it darker, more saturated and even add a hint of a unified colour to them (a blue or red???) to effect temp
consider adding two layers or shading? not just one harsh edged? maybe oh i dont know. As well as shadows, consider spec/highlights as well. they should be equally stylised.
what you need to consider is also that the further away something is, the less detailed it should be (consider lodding with some clever model edits) if you try to emulate a traditional technique think about how you'd do it. you wouldn't draw/paint something with equal detail and density if it was in the background. food for thought maybe???
finally i'd look at afro samurai game. it was mint!
I'll be playing with the shader over decmber I think (be the smart thing to do). Most of the lighting was made in photoshop, I just used the models (and the shader) as a starting point.
Thanks Alex, Imma keep on tweaking!
rest is up to you, ramp/ the same thing als outline or more contrast etc
also, kinda did an animation allready heh..
[ame]http://www.youtube.com/watch?v=yvqR6e9uNx8[/ame]
( also: youtube.com/watch?v=pmc-L_EWkko )
got crits that the jump is kinda stiff..so gonna look into that
also gonna give "folks" and "long" a bit more of an OOO shaped mouth..kinda missing that shape for some reason (looked good when I keyed it damn it!)
Still have some 5 points near the eyes with this new flow, as well as the triangle at the top of the forehead, any ideas?
I am trying to find a way to get rid of the 5 point near the nose:
Thanks in advance
So if anyone has any ideas on how to improve what I asked in the above post would be awesome, thanks!
@luke: skin looks too smooth. how did he lose his eye? maybe you should make claw marks all over the face. How about some residual facial hair? The damage is too intense and localized, put some general scratches like he just faceplanted
.
although polycount isn't so much of an issue as this is an instanced boss, who's about 20 foot tall, so the detail is kind of warrented. i wouldn't mind any tips on how to get it down.
Looks like your alpha planes are pretty small, you could always try scaling them up on one axis and using them to cover more space... A wireframe might help identify a better way.