A while back, I started on a post-apocalyptic nomad scavenger character, and I got bogged down both by school and the terrible construction of the model itself. I redesigned the guy from scratch, and this is what I've come up with:
Orthographic views:
The jerry can isn't missing its characteristic indents; I just hid them since they are floating geo and they interfered with the ropes. He also carries a staff, which I have tentatively mocked up here:
This guy is supposed to wander through a post-apocalyptic new york scavenging for supplies and useful stuff to barter at settlements for food. He carries a jerry can full of fuel, both for trade and to fuel his hobo-stove (the tin can on his back; I haven't added holes in the high-poly model). He has a Geiger counter on his left backpack strap. His gas mask is a custom job which can use normal replaceable filters (such as painting respirators, industrial filters, military filters), and an emergency heavy-duty filter on the back of his neck. His "staff" works as a walking stick, balance, and has a pry-bar on the bottom for opening things.
I was inspired by the way shamans wear clothing covered in frills and and other things that shake and make noise when they move. I imagine this guy shuffling a bit, stuff clanking as he walks.
crit away!
Replies
Not feeling the shoes, he looks more like a work boots kind of guy. The calves look very wrong from the side, they are very straight. What's holding the pouches on his abdomen on? They look like they'd be sitting snug against the coat with that belt, which would add some pretty nice creases there.
I've finished with most of the retopology, and I'd like to know what you guys think. I've never rigged anything, though I've looked at various joint guides from this forum and other places. I'm wondering if it's as necessary with a higher-poly model to do the joint stuff. It doesn't seem like geometry collapse would be as much of an issue, but I don't really know. How do you do the backs of knees and elbows when you have silhouette-crucial folds in the back?
Most of the missing stuff is due to mirroring I'll be doing.
Here's a really quick bake test for the body:
Ignore the loose strap that got baked onto the side of the coat, I haven't separated that from the highpoly model yet. The gap in the waist is where the coat tails go, I just hid it since it blocked the pants.
Alright, retopology done, and UV as well. I have a little tweaking to do to the mesh, especially the interior of the overcoat. I'm going to add all the seams, suspenders, and other details to the normal map now, and then get to texturing.
Marmoset:
AO and Normals are 2048x2048
By patjs at 2010-05-25
the only thing i see a probllem with is the end of your duffel roll, did you model that or just us photoshop/crazybump?
What are the two cylinders hanging from his cane?
only thing buggin me is his clothes themselves seem really plain. Texturing might just do the trick but little things like seams, a zipper, some patches or anything really would be nice to add interest (as you've got it on pretty much everything else and it looks rad :P).
Gotta hang till textures tho i guess, really cool so far
Nizza_waaarg: Good point, I've done that to the backpack and you're right, it converts it from boring to excellent.
He looks kind of flat right now, but I'm hoping that the spec map will help fix that.
I'm also going to get rid of the suspenders pouches and replace them with better ones, the leather button-up stuff is really ugly.
I'm also getting some pretty nasty mesh errors, as seen on the filter can on the back of his neck. These are easy enough to fix, but I'm putting it off due to my crappy export pipeline. XSI 4.2 exports really icky OBJs for some reason; they have messed up normals. For things that don't calculate their own normals (Fallout 3, Marmoset) this results in a really ugly faceted look with bad shading. To get around this, I have to import it into Wings 3D and re-export, which takes forever. Is there anything I can do to fix this from within XSI?
everything looks a bit too clean atm, dont go adding in a ton of grunge in the diffuse or anything, but it looks like the spec could use some grunge to break it up a bit.
and the rust on the gas can should have less spec than the surrounding metal.
otherwise, great texturing so far!
and Ive been fighting the same normal problem, dunno what to tell you.
I also realized that for some reason I just stuck the filter adapter straight into the mask without any transition. I think I have some more modeling to do