Wow that is quite the improvement! He registers a lot nicer. As for the texture he is a nice 'painterly' interpretation (like the new 3D Clone Wars show) as is! He looks video game ready to me.
If you are trying for a photo-real look you may have to resort to splicing together a bunch of photos, and fortunately you can rely on the actor not just the character for that. His default expression right now is ideal for rigging, but if you can capture that 'sleepy-eyed' menace he used in the film, you'd have a home run!
He looks great, can't wait to see him completed, possibly holding a double barrel shotgun!
Blocked in the body and painted a really rough base for it. Can't wait to do the creases and details etc. I can't believe I've only used 336 tris so far! I'll have to put more in the head later.
a bit more on will smith, suggestions? especially looking for help on low poly hands. will spend the rest of my tris on the head/fixing hands, adding a little more detail to areas.
also if we have left over tris on the main char can we use those + 100 tris assigned to making a weapon? cause i was trying to make his rifle, but was having trouble with 100 tris. Will be trying again, but was just wondering
Eric it's great! the second pose reminds me of Lara Croft (back when the games were good and the character wasn't overdone) Got a lot of strength and confidence.
ericamilhomem: The proportions look great to me honestly! Really nice feminine flow to both the mesh and the posing. :thumbup:
If I were to change anything, I would add some extra dark shading under the hair and along the hair parting, and possibly pick out a few extra bright highlights in the hair as well.
ha .. no I had no idea there was a book! Now I've got to find it. I'm a huge book nerd .. wow thanks for the tip. ... and unfortunately yes going totally off the movie for the character design doh!
ok finished the base mesh, need to tweak him for appearance and optimize a bit. not sure I like the hands at all at this point.
He definitely feels off I will have to tweak him a nice bit before he looks right I can tell. But i wanted to share my work as I go along. Comments are fine .. maybe someone can help me find where to tweak him - you know how it gets when you stare at something too long you lose perspective.
@ericamilhomem : She looks great! You really nailed her likeness.
@Mtg_kirin : I tried to do mitts for hands, but I found I needed a lot of geometry for it. I ended up going with fists, and was able to add a lot more detail elsewhere. It's really up to you though.
@melkior : You might be able to mess with his proportions a bit to make him a little more muscular. Right now his torso looks a little boxy. It could be worth tweaking those verts to round him out a bit and give his torso a bit more of a gradual curve. Hope it helps!
mtg_kirin: I like what your doing with will smith there, but change the background to grey so we can make out whats going on with the jacket easier.
update from me: his head was too big, and his feet needed some minor tweaks. I was over limit so I took his hands to mitts and now I'm way under budget, so I've started adding some details to his face / hair area. I also started the skin as it helps me figure out those subtle details about what seems wrong with him some times.
melk -can we have some wiresz? , i swear you could emphasize the silhouette of rambo a bit more, even stylize it a bit when you think it'll be in a side scroller fighting game.....
from recollection, spacey and japhir's LP stuff were effective in using tris to do this i think...
and a minor crit, make the hair longer (moar opacity planes ?) he kinda has Ringo hair @ the momnt.
JohnnySix: I've seen people save poly's by replacing modeled wheels with quads and an alpha to make it a circle. Replacing all 4 wheels will give you the poly's you need for the misc doodads on the car.
Here's an update on my Mrs Smith. She's spinning around in the Blender Game Engine.
I've riged her, which was a pain thanks to the dress, and given her a quick pose. I have to try and find some time to give here a background scene and a few props. http://www.youtube.com/watch?v=hMBfVe7yVLI
The upper torso does seem pretty big, and her head looks masculine-- reminds me of a character from Small Soldiers.
I hope this helps with the modeling:
I agree with genericnamedave's comments on proportions here. In addition to that, I think you made the hands crazy detailed, leaving you with far too few polygons on the body. Get some curves in there! :poly142:
Made an NPC for Jane to fight. He is still in the early stages at the moment but I got to where I am by quickly using a new method. Rather then using two orthos to model from I made a character in make human and then used him as a 3D reference as I box modeled around him. Then I baked a render of the make human mesh onto the low poly one I made to get the beginings of a texture going.
(Starting off that way isn't against any rules is it? I did model each vertex myself so I don't think using a 3d reference as opposed to a 2d one should be against any rules)
Still needs a lot of work but here he is, weighing in at ~450 tris
This is my first go at trying to model a low poly character after someone. (I normally just set out with a general idea).
John Constantine (a not so accurate representation at least):
The head seems a little wide (from the side view), and I just realized I'd probably have a really hard time animating him at the waist, shoulder and ankles.
The head seems a little wide (from the side view), and I just realized I'd probably have a really hard time animating him at the waist, shoulder and ankles.
Your character seems to have several proportion 'problem areas'. The shoulder line is bowed and looks hunchback-ish, and his head is a bit big (making him only 5.5 heads tall-- should be about 7 heads tall for a man. I highly recommend you borrow Rokimaru's images for his NPC in the previous post as reference. It has excellent geometry flow and proportion.
melk -can we have some wiresz? , i swear you could emphasize the silhouette of rambo a bit more, even stylize it a bit when you think it'll be in a side scroller fighting game.....
from recollection, spacey and japhir's LP stuff were effective in using tris to do this i think...
and a minor crit, make the hair longer (moar opacity planes ?) he kinda has Ringo hair @ the momnt.
Achmed -- thanks for the tips. I had a busy weekend so didn't get to work on him much but I touched him up a little bit today. I was over budget so some areas were under detailed, and then I clipped out his over-expensive hands and redid them with mitts -- now I have polys to spare.
So heres an updated with some wires. I have some room to improve now for poly count. I'm not sure where I want to spend it though, any suggestions?
melk - i did a qk paintover and had a some suggestions:
if you had some poly's to spare, try and make his hair assymetrical,
or atleast have some non-symmetrical hair planes(alpha's) from his fringe.
I've widened his head width-ways
and you could put some stronger shadowingcast by limbs or clothing,
under the arms/arpits, under the jacket on the jeans etc...
has been quite a while, so criticise me untill I start crying .
ps: can't get the reference images to be more clear in the viewport, probably because somehow hardware rendering doesn't work anymore and I'm running in software mode.
So I thought about joining this contest, but appereantly I already posted a wip.
Just kidding...cool stuff Japhir. !!
@ Japhir: I've had a similar problem recently where I was getting insane z-fighting on parts that should really be far away enough from each other. What fixed it for me was simply resetting the XForms. Maybe that'll work for you as well.
EDIT: Just reread your old post and saw you already tried that. Oh well, it was worth a shot. XD
Another possibility is that your model is tiny compared to the unit settings (like maybe he is one inch tall). You could try and make it 10 times bigger, and see if you still have the z-fighting on the overlapping parts.
also RE: weird lighting problems. Try welding verts together .. select all and weld. see what happens
Also, if you tried that and there's still a hard line, just try clicking on one of offending verts and move it. If it breaks apart, it means there could be some degenerate polies along the edge of the arm hole, which could be the reason it doesn't want to weld.
Also, if you tried that and there's still a hard line, just try clicking on one of offending verts and move it. If it breaks apart, it means there could be some degenerate polies along the edge of the arm hole, which could be the reason it doesn't want to weld.
Add to DemonPrincess' advice, in that the direction of the normals might not be conforming. Check all the normals, and you might have to reverse/conform them. It's happened to me a few times-- and there is a noticeable lighting contrast,
ok so I restarted some part and it happened again! only in this scene!
by now the z-fighting stopped becouse I was finally able to set it to direct3d again, but still it appears like there are smoothing groups that are not there.
hard edges out of the blue!
what i tried so far:
-reset xform
-weld verts (there was only one vertex there so didn't work)
-apply one smoothing group (which was already there )
so the next thing I'm gonna try is export the head to an obj, reimport it in a new scene and start from scratch there. meh. But honestly I don't really feel like it anymore
we'll see how it goes.
thanks for the feedback!
Interesting choice. I figured Blade would be a strong candidate for this contest. I'd have to say he looks perfect for a Final Fight/Streets of Rage character!
"Always bet on black." -Wesley Snipes
"All I know is never bet on the white guy" Boxing according to Frank Drebin (Leslie Nielsen, Naked Gun 2 1/2)
Replies
If you are trying for a photo-real look you may have to resort to splicing together a bunch of photos, and fortunately you can rely on the actor not just the character for that. His default expression right now is ideal for rigging, but if you can capture that 'sleepy-eyed' menace he used in the film, you'd have a home run!
He looks great, can't wait to see him completed, possibly holding a double barrel shotgun!
would be cool to do the whole thing in black and white!
Is it too late for me to claim mad max mas as my action hero to model?
That's I-35 Kansas behind him right?
also if we have left over tris on the main char can we use those + 100 tris assigned to making a weapon? cause i was trying to make his rifle, but was having trouble with 100 tris. Will be trying again, but was just wondering
I also love DemonPrincess' model, the anatomy and topology are amazing! Very inspiring!
Finally an update on mine...
Any advise to improve her proportions (or anything else) is welcome.
Rigging is a pain!
If I were to change anything, I would add some extra dark shading under the hair and along the hair parting, and possibly pick out a few extra bright highlights in the hair as well.
Haha I thought about modeling Statham as well. I was just gonna brag that he was a 2 for 1: Crank and Transporter dude.
I am surprised there have been no superheros so far. Or is that outside the 'action' genre?
Doing this on and off while I work on my comic con entry, glad to see a lowpoly comp .
Edit really nice work erica!
Great choice! The upper torso looks a bit big though
Please tell me you've read First Blood and you're not just going on the film! The book is epic.
Here's some destructible props, surprised no one else has done any yet.
Still working on the "level" and generic enemy.
He definitely feels off I will have to tweak him a nice bit before he looks right I can tell. But i wanted to share my work as I go along. Comments are fine .. maybe someone can help me find where to tweak him - you know how it gets when you stare at something too long you lose perspective.
@Mtg_kirin : I tried to do mitts for hands, but I found I needed a lot of geometry for it. I ended up going with fists, and was able to add a lot more detail elsewhere. It's really up to you though.
@melkior : You might be able to mess with his proportions a bit to make him a little more muscular. Right now his torso looks a little boxy. It could be worth tweaking those verts to round him out a bit and give his torso a bit more of a gradual curve. Hope it helps!
gun is exactly 100 tris and my char is 564
update from me: his head was too big, and his feet needed some minor tweaks. I was over limit so I took his hands to mitts and now I'm way under budget, so I've started adding some details to his face / hair area. I also started the skin as it helps me figure out those subtle details about what seems wrong with him some times.
from recollection, spacey and japhir's LP stuff were effective in using tris to do this i think...
and a minor crit, make the hair longer (moar opacity planes ?) he kinda has Ringo hair @ the momnt.
Not sure about the jeans, shoes or bodywarmer.
McFly is 672 tri currently.
The upper torso does seem pretty big, and her head looks masculine-- reminds me of a character from Small Soldiers.
I hope this helps with the modeling:
I've riged her, which was a pain thanks to the dress, and given her a quick pose. I have to try and find some time to give here a background scene and a few props.
http://www.youtube.com/watch?v=hMBfVe7yVLI
I agree with genericnamedave's comments on proportions here. In addition to that, I think you made the hands crazy detailed, leaving you with far too few polygons on the body. Get some curves in there! :poly142:
(Starting off that way isn't against any rules is it? I did model each vertex myself so I don't think using a 3d reference as opposed to a 2d one should be against any rules)
Still needs a lot of work but here he is, weighing in at ~450 tris
John Constantine (a not so accurate representation at least):
The head seems a little wide (from the side view), and I just realized I'd probably have a really hard time animating him at the waist, shoulder and ankles.
Your character seems to have several proportion 'problem areas'. The shoulder line is bowed and looks hunchback-ish, and his head is a bit big (making him only 5.5 heads tall-- should be about 7 heads tall for a man. I highly recommend you borrow Rokimaru's images for his NPC in the previous post as reference. It has excellent geometry flow and proportion.
Achmed -- thanks for the tips. I had a busy weekend so didn't get to work on him much but I touched him up a little bit today. I was over budget so some areas were under detailed, and then I clipped out his over-expensive hands and redid them with mitts -- now I have polys to spare.
So heres an updated with some wires. I have some room to improve now for poly count. I'm not sure where I want to spend it though, any suggestions?
melkior
if you had some poly's to spare, try and make his hair assymetrical,
or atleast have some non-symmetrical hair planes(alpha's) from his fringe.
I've widened his head width-ways
and you could put some stronger shadowingcast by limbs or clothing,
under the arms/arpits, under the jacket on the jeans etc...
oh an you could do his bedroll for accessories?
So I thought about joining this contest, but appereantly I already posted a wip.
Just kidding...cool stuff Japhir. !!
Really nice work everyone!
ok ok i'll work on him some more. I still didn't fix the weird shading but I'll just restart on the torso.
EDIT: Just reread your old post and saw you already tried that. Oh well, it was worth a shot. XD
Another possibility is that your model is tiny compared to the unit settings (like maybe he is one inch tall). You could try and make it 10 times bigger, and see if you still have the z-fighting on the overlapping parts.
Also, if you tried that and there's still a hard line, just try clicking on one of offending verts and move it. If it breaks apart, it means there could be some degenerate polies along the edge of the arm hole, which could be the reason it doesn't want to weld.
Add to DemonPrincess' advice, in that the direction of the normals might not be conforming. Check all the normals, and you might have to reverse/conform them. It's happened to me a few times-- and there is a noticeable lighting contrast,
by now the z-fighting stopped becouse I was finally able to set it to direct3d again, but still it appears like there are smoothing groups that are not there.
hard edges out of the blue!
what i tried so far:
-reset xform
-weld verts (there was only one vertex there so didn't work)
-apply one smoothing group (which was already there )
so the next thing I'm gonna try is export the head to an obj, reimport it in a new scene and start from scratch there. meh. But honestly I don't really feel like it anymore
we'll see how it goes.
thanks for the feedback!
Interesting choice. I figured Blade would be a strong candidate for this contest. I'd have to say he looks perfect for a Final Fight/Streets of Rage character!
"Always bet on black." -Wesley Snipes
"All I know is never bet on the white guy" Boxing according to Frank Drebin (Leslie Nielsen, Naked Gun 2 1/2)
(or do you mean blade could also be a cool choice for this contest?)