all screengrabbed with xoliul viewport shader (couple of them with the post-shader stuff too, but most aren't)
he was inspired by The Dark Tower, although I certainly wouldn't say he is Roland for anyone who read the books... but perhaps there is a little of him in there, I hope :P
oh yeah, and hopefully gonna have a nice video of him in max comin soon!
gea gr8 modelling n texturing, esp. the micro details
anatomy-wise the face feels a little cramped, like u concentrated on sculpting the features on the front without relating to the rest of the skull and its structure. the brow/sockets kinda need to recede deeper into the skull. the head as a whole feels just a little too high sitting on the neck
the forearms are also too short, wrist should reach lower towards the hip bones
shotgun great crits, appreciate it, will definitely remember them
because this project was so drawn out and done over a long time, and without any proper concept to begin with, there was a time when i lost a lot of faith in him, particularly on the overall design, and felt I could have done a much better job if i just started from scratch, as my observation skills and experience was growing and improving at work whilst doing this stuff
i did want to stop and just move onto something new, maybe even start him from fresh, but i decided to keep at it and see what else i could learn from the experience to carry on to new characters
i owe some thanks to genc buxheli who helped me bounce ideas around, although i dont think he posts on polycount, maybe ill convert him :P
Probably one of the best character models I have seen thus far. I actually had to come back to this thread a few time this character was so awesome. Do you plan on making a game based around him haha .
I'm gonna have to agree. Easily one of the best real-time character models I've ever seen. I can only hope the crap I'm working on now comes out 1/2 as nice.
Did you end up going for Xoliul's shader for the hair in the end? It lookss great whatever you ended up doing with it, and there doesn't seem to be any sorting problems with the alpha which is always a bonus!
very nice work!
Something about his eyes seem a bit off to me... maybe a bit too shiny? Where's the texture for the eyes anyway? Is that on a separate texture sheet?
fat_cap - thanks man, yeah I used xoliul on the hair too, was nice to be able to add a subtle fresnel effect to it that could mix with the alpha
bejkon - haha best comment of all, made me smile. although I was initially aiming to make roland, I didn't think he ended up how I imagined him in the books, but I think there is a little of him in there
yozora - yeah I did experiment with the eyes, it's probably just the cubemap reflections that I could tone down. eye texture is here with the teeth and tongue. i was gonna spend some time trying to make a good quality facial pose where he had his mouth wide open for whatever reason... but bailed on it, was taking too much time and wanted to wrap it all.
been working at frontier developments in cambridge for the last 11 months
butt_sahib - it's made of a few chunks of polys, with quite a lot being mirrored. whilst positioning the polys I unwrapped them early, and set down some quick large flow strokes to further help figure out how it would work, then when I was happy, just unwrapped it all properly and painted it all in PS. then used crazybump for some very slight normal map effects
Replies
Looks really good. I remember you posting the revolver in the WAYWO thread some time ago.
EDIT: Would be cool to get this in L4D2.
No crits at all, Thanks a lot for sharing. All saved to my inspiration folder.
Edit - Think this would be good in the polycount showcase
anatomy-wise the face feels a little cramped, like u concentrated on sculpting the features on the front without relating to the rest of the skull and its structure. the brow/sockets kinda need to recede deeper into the skull. the head as a whole feels just a little too high sitting on the neck
the forearms are also too short, wrist should reach lower towards the hip bones
Dirty Bowie ?
(It's really nicely done, btw)
Amazing job!
shotgun great crits, appreciate it, will definitely remember them
because this project was so drawn out and done over a long time, and without any proper concept to begin with, there was a time when i lost a lot of faith in him, particularly on the overall design, and felt I could have done a much better job if i just started from scratch, as my observation skills and experience was growing and improving at work whilst doing this stuff
i did want to stop and just move onto something new, maybe even start him from fresh, but i decided to keep at it and see what else i could learn from the experience to carry on to new characters
i owe some thanks to genc buxheli who helped me bounce ideas around, although i dont think he posts on polycount, maybe ill convert him :P
again, thanks guys
thanks for sharing!!
snatched to my cool picutres folder! Thanks alot for sharing.)
The clothing is really great, very believable sense of weight and folding.
...in a totally heterosexual way.
Stellar work!
I cry.
Amazing and very well done work man !
really nice
the belt is awesome
Did you end up going for Xoliul's shader for the hair in the end? It lookss great whatever you ended up doing with it, and there doesn't seem to be any sorting problems with the alpha which is always a bonus!
Something about his eyes seem a bit off to me... maybe a bit too shiny? Where's the texture for the eyes anyway? Is that on a separate texture sheet?
By the way have you found a game art job yet?
Would you mind posting a detailed break down of the hair and how you made them? I always have trouble making hair that works.
Thanks!
ps.
Man that shader is looking crazy
fat_cap - thanks man, yeah I used xoliul on the hair too, was nice to be able to add a subtle fresnel effect to it that could mix with the alpha
bejkon - haha best comment of all, made me smile. although I was initially aiming to make roland, I didn't think he ended up how I imagined him in the books, but I think there is a little of him in there
yozora - yeah I did experiment with the eyes, it's probably just the cubemap reflections that I could tone down. eye texture is here with the teeth and tongue. i was gonna spend some time trying to make a good quality facial pose where he had his mouth wide open for whatever reason... but bailed on it, was taking too much time and wanted to wrap it all.
been working at frontier developments in cambridge for the last 11 months
butt_sahib - it's made of a few chunks of polys, with quite a lot being mirrored. whilst positioning the polys I unwrapped them early, and set down some quick large flow strokes to further help figure out how it would work, then when I was happy, just unwrapped it all properly and painted it all in PS. then used crazybump for some very slight normal map effects
everyone else - thanks!
Btw, how did you achieve such clean bake/retopo? Is it topogun or xnormal?