So... I found this stunning concept a while back and decided as I need the practice at some hard surface stuff it would be very nice to do. As you can see I have progress so far, but spent a lot of time trying to get the proportions right. I`m sure some of the problem is that the concept has a 'cool pose'
As you can see there are various 'things' which are not done in my image, so those can be ignored : missing mirrored belts, buckles, block out ammo packs and accessories.
Just looking for people with a fresh look to guide me towards something I am very happy with.!?
Anyone?
By
bigern77 at 2010-03-05
Awesome concept from here :
http://ukitakumuki.deviantart.com/
:poly122:
Replies
I have I guess a better render to show off..
(I know there is a LOT of mirroring going on, I`ll try to avoid that towards the end. just loads to get modelled.)
images updated in latest post.
gulp..
has a really nice weight to it
model looks pretty faithful so far! keep going!
I think the forearm look more interesting in the concept with those horizontal lines.
It also seems that the legs are thinner in the concept.
But its all just nitpicking! Keep going!
Cheers!
For the texture try and keep it clean, used but "clean". In space if your hit your dead.
-Woog
-Id downscale the head 5%, and the part going out in the forehead by 20-30%, also the inset behind that part is a nice design touch , I would add it.
-Folds are nice but a bit too blooby, try using the slash 2 brush in zbrush to get a sharper effect on folds. ( 20 intensity then smooth it out ) Look at the bags in front, on the concepts there are many well place fold horizontally, try to imitate that.
-And finally the boots look a bit too big to me, maybe 10-20 % too big, also front part of boots look straight on concept but curved in the 3d modeling right now.
Take this with a grain of salt I love this work up to now and Im sure it ll end up kickass!
<<old image removed>>
wizo : thanks for the input and ideas. I have scaled down both his head and boots! I will add details on his head, all those little fiddly details have been left off for now, as I might get bogged down, and want to do a first pass.
The clothes/cloth have been done only as 1st initial pass. I do intend on spending a lot more time on those once I have got all the solid parts put in the right place.
Any more crits, fire away! :poly121:
The Arms are now working better, will try for more renders next time. Will go a little off design for underneath the arms but hope it will look ok!
Let me know how to improve! Thanks for all the comments so far! very helpful to know little thing which I might overlook, forget. :poly142:
By bigern77 at 2010-03-02
I think you should leave them so that the progress could be seen.
and the pieces on the side of the head should be 10% bigger imo.
Go Go GO! This is awesome.
I just saw this concept the other day, thought it was really really good. Well planned and balanced and you seem to do a great job of bringing it to 3D.
Looking forward to updates. What are your goal with this. Still frame, ingame?
Hey Dag Node, I am planning on just still frame, either in Marmoset or Unreal ( although I have no clue about that one just yet! ) I just want in engine as I think renders are not really how game chars should be shown.
I am not looking forward to the game res but I`ll try my best to get the level I strive for! Thanks for stopping by!
just leave the urls of the progression shots?
A CROMPROMISE APPEARS!
JohnnyRaptor : I agree about the pose, I have cheated a bit because this angle does show off what is nearly finished, I just didnt want to show the back as its not nearly as finished/polished as the front. More angles to come soon tho!
Harry : Agree Although I will just have to upload them again, I deleted them off the imagehost.
Be sure to do little test bakes early if you want to bring it to lowpoly! Some parts might require more density than others and so on.
Can't wait to see it done!!
pior : thanks man. Indeed the concept is that good I have to work very hard to get it into a good game mesh, its going to be somewhat of a struggle!
On with updates. :
By bigern77 at 2010-03-04
I updated loads: Another pass on clothing / Finished* hands / changed shoulders slightly, made them less blobby /
*finished as in couldnt really see enough on concept so threw some shapes together.
Need to do : all little additions to helmet. improve feet. 3 more waist belts to do.
so.. fixed up his legs, shins some more, render it from the back to realise it was quite weak looking. Redid his leg length and made boots thicker from behind. Added some details to helmet, might not be able to see them :poly124:.. A few more belts and buckles,..
Need to do :
improve feet still.
3 more packs for his waist
finish off the details to backpack.
make a realtime version :poly122:
By bigern77 at 2010-03-05
Lemme know your thoughts!
What are yout approach to creating the folding. I assume you use zbrush, but do you import all the character pieces or how do you deal with it?
thanks.
The Dag Node : Yea cloth is sculpted and brought into the Maya scene for render. Of course the other way is to bring all the rigid bits to ZB to sculpt the cloth, make sure nothing intersects. The scene is pretty heavy in Maya, causing some stability issues, it was only 2million, so decimated objs and got it down to 1.1million. Realtime will be started this coming week! :poly122:
Its a bit heavy but I think these poly counts are quite normal these days? Just the small task of grabbing it all now! :poly122: A few 'bags' yet to do for around the waste, might attempt those after the grabbing process.!
Looks a lil stiff but very cool.
Can't wait to see the final texture!
If anyone could give advice on how to avoid the head seam? it only shows in Marmoset, its mirrored, sharing the same normal map etc. Currently there is 1x2048 for it all.
By bigern77 at 2010-03-12
Its looking great, but some of the poly distribution seems uneven.
Lemme know thoughts, comments etc.....!
By bigern77 at 2010-03-12
nice work, following the thread for sure!
Personally id add an extra edge loop on the shoulder pads on the top to round them out a bit more. Shouldn't add very many polys and will hide the polycount better.
Also you might as well bake out the spec and diffuse from the hipoly too, you did a great job roughing them out so far so might as well use them as a jumping point.
I need to : adjust colours, add more normal map stuff, finish some other modelling, work out how to make glass work in Marmoset :poly122: do spec map, improve textures in general....
phew!..... crits?
By bigern77 at 2010-03-15
thanks for sharing!
i would add a bit more weathering to the guy overall. some slightly darker wear on his shoulders perhaps like you did to his kneepads.
I have this update.
I will hold off showing the back as I need to regrab a few of the things, and make a couple more belt items. So its weaker than the front.
:poly141:
By bigern77 at 2010-03-16
updated rather bland image
1. Make sure your uvs have enough space around them so the texture isnt mipping down and blending into another section of the map
2. Make sure you have plenty of edge padding, like 32 pixels or something, too much padding is never bad, also make sure your NM bg color is NM blue(127,127,255) and not black
3. You can force on anisotropic filtering in your video card drivers, this will help the default(poor) filtering/mipping that marmoset uses
As far as other mesh issues, if you're exporting from maya with the stooge plugin, do a "lock normals" on your mesh first. If you've baked in maya, when you run the export plugin it will triangulate your mesh, and any quads you have will now have different normals. Locking normals retains the mesh normals in the state they were baked in, and can help improve the quality. Make sure not to save your scene after using the plugin, as its undoable.
1.I think I under tested the padding, went for about 2, I just think its going to bleed too much to other uv shells, my lack of experience at using 2k maps, as there is plenty of room!
2. I do have 128,128,255 for NM blue, I think its about right, always have done that.
3. I`ll look into the filtering, if you could advise where to look ? and what will it improve, the quality of the renderer?
Also thanks on the nomals lock in Maya, never used such a thing, so will export again with that in mind!.
Going to get another screen grab, not happy with current one. Too bland.