Hello everyone, this is my first post on polycount. I haven't really ever shown any 3D work online but here's a first.
These are mainly for my portfolio as I try to find another job. I used to work at EA on Need For Speed as an environment modeler, but I'm looking to do characters now. Also **this is kind of a cheat, as the polygon count and texture map are rather high right now, but I will optimize the character down when it is finished to have a lower polygon version. I just wanted to work higher than normal since it was something new to me.
Here area few WIP shots of a new character I'm working on. Currently I'm working on the textures. I've just finished the head and I will move onto the body next. The ears are not modeled because she will have hair covering most of her face. Right now she's a bit heavy on the polygons, weighing in at around 3500 triangles for the face. The map right now is a 2048x2048 but I will probably take that down in half when I'm done. I may also do some polygon optimization later. The plan is to start off simple with a diffuse texture first, and then later I will take it into Zbrush to do a high res sculpt and add a normal map as well as other maps. I know this is against the usual workflow but since I am new to Zbrush I will try to do things old school first before tackling the new technology. I'm having a lot of fun learning new things and overcoming obstacles in the process. The goal is to produce a high polygon game character.
All work was done in 3DS Max 2008 and Photoshop CS3. These are Max viewport screen grabs, no lighting, diffuse texture only (for now). Feel free to crit and comment if you wish. I will be doing adjustments to everything for sure. I have a couple more pics on my site. Also, check it out for some of my drawings as well! Thanks!
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I'm no pro on modeling, so I can't give too much help with a critique, but looks pretty good to me
Good luck with it, and welcome to Polycount!
- the face is very round
- the face is a bit short
- the face is quite flat, seen from the side
- photomaterial used as a texture can work, but mostly you have to edit it quite a bit, looking at the ear, it just doesnt work for me. this is probably because there is no detail in the mesh there, but there is in the texture.
- the lower lip looks a bit too much like angelina jolie, bit unnatural
- the skin is too orange
- the eyes are too white
looking at the last img from the side, it looks like the eyes, nose, mouth, ears, are too big for the skull.
im just summing things up, doesnt mean that im talking the model down
Well, here's an update. I'm not sure what to do now. I don't know if I want to take this character further or start something new.
Here's a few shots:
Thanks! I think what you are trying to ask is how to use different texture maps on the same object?
If so, in Max, you set up certain faces to be a particular material ID, and then use a multi-sub object with multiple textures for your result. My character is set up as a few seperate objects however.
If you are asking for multiple sets of UVs, you can do that as well with different UV channels. However, this is only needed if you want different textures that are mapped uniquely on the same polygons, usually for some shader effect. This is sort of an expensive thing to do but you would need it if you were doing some sort of multi-texturing.
Thank-you, the sub object answer was what I was seeking
just eye candy?
seems kind of pointless
I feel like her toes could be a a bit large making her legs seem shorter than they really are. Also on the shorts, the lack of belt or bunching on a seam around the hips and waist might need some attention.- and yeah loose the pink or at least make it a richer pink, like a fucia
mmmmm fucia -
some fun stuff could be to do alpha cards over the eyes, to simulate a slight shadow over the eye ball as it rolls around, or that little bit of eye goo that collects around the edges of the eye. (also you might want to clean up that little chunk of nostril left over from the photo texture projection)
I dig it though man!
and hell yeah eye candy!! why do you even have to ask>? thats some well modeled cleave she`s go goin on!
konstruct: very good tips! thanks! I really like what you did to the eyes... just that bit of shading gives her a much more mysterious sultry look. I definitely have room on the hair texture page to do something like that. Yes, I see the triangles in the shoulders and i'm a bit afraid to rig her too.. i think there will be a few problems in the deformation in that area. I think I ended up splitting that triangle on the hoodie to make a nice ring to separate the UV's from the sleeves. Her shoulder underneath doesn't have it.
I'm also worried that it will be a pain to rig her cuz of her overlapping clothing (and also that i haven't ever rigged anything in Max!) Anyone have a link to a good basic rigging tutorial?
also, this was my drawing of this character that she was based off of (in case you haven't seen it on my site)
Hellz yeah :poly142:
i sure as hell hope so!
Seems a bit of a mish-mash of styles with regard to her outfit tho. but seem to be working for now. Not too keen on the short-shorts myself tho!
still, its lookin good tho!
Thanks for the support from the rest of you guys! And to the guys who didn't like the shorts.. I had a lot of little issues while building her as well. Sometimes I wish she didn't have the leggings and had pants instead. Sometimes I wish she was wearing boots. I can see where you guys are coming from.
EarthQuake, nrek: you guys make good points. That's why I kept variations of my textures to make it look more like my original drawing, but I like things about both versions.
I am getting a bit discouraged with normal maps and spec maps at them moment. I can't seem to get them to work properly, since I have no real idea how I am supposed to present my character! I think I'm going to try to rig her up next and get rid of that T pose. I just figured out how to do morph shapes and eyeball constrains last night hah!
Here's a couple of variations and a close up of the back of the g-string straps!
I also did the bit of AO on her eyeball as suggested by konstruct.
I think next up I will revisit the textures for another pass.
Here's a few quick expressions and poses:
The shoulders really bother me without the sweater on. They're too far away from her torso and a tad broad. Other than that, this is progressing nicely!
She needs a waist belt of some sort. Those short shorts can't be that tight. Even if they are, it doesn't feel like their tight, it just feels like they're just there. Still agree with others that you should tone down the pink in the hair.
i like her face though, and the details in general. good work.
hair and shoulders need work
Edit: been working on the shoulders and didn't even realise how broad they were. I tend to like my female characters a bit muscular but I see now how large I've been making their shoulders. Even my girlfriend has commented to me about them in my drawings.
In any case, they're looking a lot better. I guess I should really refer to my reference a bit more hah! :poly136:
I saw your portfolio and i think that the 2d section is amazing, but that cool thing about your characters is the style, like a sexy cartoon style, and the model have nothing to do with it...
I think that if instead of creating a realistic face try to match the face to be as close as you can to the sketch that you created, same goes for the body.... its to generic for me, you have a great style so use it and try to create unique models....
Hey RisTar, thanks for your comments. I acutally prefer a more realistic stylized style for 3D rather than something cartoony. For some reason I'm not a big fan of anime or cartoon styled 3D. I like bringing more realism with 3D, but not quite photoreal. I'm not quite there yet but I am working towards it. I'm also trying to move towards that style in my drawings as well. I'm not sure, but it seems like the whole anime thing turns off a lot of employers.
However, I will consider doing different styles of characters as well. I think it would be good for the portfolio.
That said, it'd be cool to see a lowpoly model of one of your concepts with just a diffuse map painted in the style of your concepts, I think it could work really well. Reminds me a bit of hyung-tae kim, which is no bad thing!
Right now I feel like I absolutely NEED to get comfortable with Zbrush, since it's quickly becoming an industry standard... Mudbox as well.
Vj