Thanks dude..and its a very fast response too..lol..
Well, tear the stocking too much I don't think its gonna looks nice anymore..I'm avoiding a messy look (with all the blood/ rust splatter all over her body). But still its an easy change since I separated the texture of her stocking and the skin bellow, will try the things out!
PS: Damn, u got a great environment works on your blog, Brau!
That is too much.. but some of it would look nice, and the band that is at the very top... looks clean and stands out. Thats what i was talking about.. maybe one of those loosened up... things like that.
@glottis8
Ah..I see what you mean..definitely will try that!
@kodde
Sometimes the gloss for the hair makes her looks like using too much hair gel..heheh..see if I can make things better looking.
I want a nice pose too...lol..will update soon, hopefully..
I would expect to see some blood/rust drips on her chest because of the face cavity. Maybe some drip marks down the front of the shirt where its bled into the collar.
Woah..I never done rigging before...
And.it's.kinda.hard.
Does anyone has come across a good tutorials regarding character rigging and skinning before?..If you got one (or several..heheh..) please do tell me and I'll be more than happy to check those out..thanks
@pyromania
Cheers man, sorry didn't notice your comment before, will try to fix texture again later after rigging.
Now for update on the rigging part, haven't finished yet but I want to ask you guys a question; is is normal to have this kind of stretched texture under her arm? :poly132:
Is it possible to avoid or at least minimize it?..I don't know but probably my bone placement is somehow wrong. I've tweak the skinning this part since this morning and haven't got any good result yet.
By the looks of things it's your geometry not the rigging that's causing the problem.
I can't see the wireframe obviously but I'm assuming you've gone with the 'loops over the shoulder' topology rather than the 'bendy straw' method if you see what I mean.
What's probably happening is your geometry is being pulled over a big distance meaning those affected polys UV's will be resizing, therefore stretching your texture.
Extra loops under the armpit should help sort it by distributing the 'stretch' across more polys, keeping your UVs as close to original as possible rather than a single poly stretching to the extreme you see in your screenshot.
Again, I'm not a rigging expert so I'm not totally sure.
I know you're already almost finished, but I have to criticize the design of this character. Why is her face, the one aspect of a woman that makes her a person, completely destroyed, but her tits and ass are not only still perfectly plump and perky, but on prominent display? I'm all for making things aesthetically pleasing, but this is kind of crass. Either some aspect of a face left so the personal agency isn't gone, or some damage/decay to the "goodies" so to say, would make the design a bit less objectifying and thus more approachable for a wider audience.
@creationtwentytwo + LRoy
Thanks guys, by the comment and the wiki link I know I'm not too far off direction. Looks like the thing that I should do is make the poly distribution on the deformed area more even without losing the overall shape.
Question guys; is it possible to move the bone after skinning the character?..for example like temporary "turn off" the bone while we edit it and turn back on after it looks better?..what I try before was simply turn off the Skin modifier - edit the bone placement - turn on Skin again - and..you guess it...the mesh was modified according to the bone that I edit before. So is there any way to edit the bone placement without affecting the mesh after the skinning process?..
@poopinmymouth
Thanks for giving your thought into this character..to answer your question, as you can see I design her to somehow fit the Silent Hill world. I did some research about the background of how Silent Hill creature was made because for my opinion they all awesome. Actually it was all based on the main character's phobia of something. Suddenly this idea pop in my head (partially because enough seeing the profile pictures in Facebook by most of the girls "deformed" their face by one of the example; extreme high angle shot and well you know the rest), then I think this creature formed by their fear of loosing the face or deformed for the rest of their life. I know it's kinda bad and all, but well just can't help it..heheh..So I make her everything is perfect but the face.
Anyway, I appreciate your concern about this design and love to hear your thought on my next character creation...and, if possible before the texturing stage lol
What is the end purpose? If you need a full fledged rig for making all manner of strange acrobatic performances by all means fix all possible errors (good luck)... But, if you are just posing it, make it work for that purpose and keep any potential issues in mind for your next project.
Even commercial games struggle a lot with these issues. An example might be your main character hardly ever lifting his/her arms above the head. Then you'd probably put more attention to making the most common actions/animations look good and bite the bullet with letting the more extreme and rare occasions look slightly less good.
Also, in games things constantly move and there's usually several things happening at once. Several things drawing your attention. What I'm saying is you might not be closely examining your bad guys armpit after ragdoll has kicked in and he's lying dead on the ground. You will probably be battling your next opponent instead.
Question guys; is it possible to move the bone after skinning the character?..for example like temporary "turn off" the bone while we edit it and turn back on after it looks better?..what I try before was simply turn off the Skin modifier - edit the bone placement - turn on Skin again - and..you guess it...the mesh was modified according to the bone that I edit before. So is there any way to edit the bone placement without affecting the mesh after the skinning process?..
_Revel
Yes, you have to untick "always affect" then turn it back on, then re tick "always affect" It's at the very bottom of the modifier under advanced options.
@LRoy
Thanks man, yeah I got that downloaded (together with the rest of the book's pages hehe) on my inspiration folder.
@kodde
Yea, I thought of it before, and it's only small to none chance it will show that extreme raising arm pose. In here I wanted to know the real workflow of developing and modeling a game character as I really aim to get a job as one. But after you said "Even commercial games struggle a lot with these issues", I put this case into a "common issue" list and have to accept it as it is. And that's the purpose of that post is just to make sure some certain things. Thanks man, and I will keep that in mind for the next project!
@poopinmymouth
Cool, didn't notice that option before!thanks..
Finally an update!..so finished the rigging part and did a quick test pose..
A very much thank you to Felix Joleanes for his wonderful IKFK Solver plugins for Max. If you are a Max user and haven't use it before, I highly recommend you give it a try!
Next thing to do is do a bit of texture cleaning because in some part the AO/ shadow baked to much on to the diffuse texture (like in between her thigh when the legs spread out).
Don't know yet whether to build some mini environment for her or not, we'll see.
Decided to take this even further. First making a gurney that she dragged everywhere (replacing the face backpack)..
I'm reusing the "mysterious organ" part from the backpack to hang it under the bed. Whenever she catch a victim and do the operation of cutting of the people's face, all the blood and other "spare" stuff from the dead body fill fall down to that mysterious thingy and that will keep it alive.
Update..Finish the basic texture; diffuse+spec+gloss+normal..Still need more tweaking, but gonna take some rest now..well it is 12.51am here anyway, so..
Any comments and critic guys?..really appreciate your POV about my work, since I already stare at this thing since morning, need a fresh opinion! thanks
This has come such a long way since you started! Great work!
As Kodde points out, the posing of her really brings alot of character into her!
Now, as for your rolling thingy, it's looking great! While I can't really identify what is hanging below it, it fits the theme very nicely! Only thing I can point out at the moment is that the metal looks very dull, you might wanna consider upping up the spec on it or something like that
Wow, thanks for the fast reply!..lol, yes the thing that hanging under the bed is..well, I also don't know. My concept about it is to make some kind of a "special bag" for her to keep her victim's face after she cut it out, then I thought rather than using a plastic bag then I make that living thing instead, some more that organ will keep the face "fresh" when ever she want to use it as a mask.
Hehe yeah, mostly I'm not satisfy with the metal..awrite, will try to up the spec a bit tomorrow..
The metal on gurney looks really... low res. The low poly hard edges aren't very nice either. You could bang it up a bit in the normal if you have the space.
I'd take a second look into that. I know it's probably not a priority, but it'd really make this whole product look polished, and with the love put into it might as well
I saw the image of her posed and the first thing I said was "Oh, God NO!!". So for a horror themed character, I'd say that's the reaction you probably wanted
LOL Barnstable, a bad reaction for a good purpose! hehehh..thanks
Btw, I notice her dress didn't follow the leg on the thigh area, penetrate it. Probably will add some bones over there.
A quick WIP shot of the hospital corridor that I've been working on a couple of days..still only diffuse texture, no spec, normal, or anything yet.
Not looking too hot right now and probably it still looks too clean. Comments and suggestions are welcome!..
I'm wondering is it possible to create some kind of fog in Max viewport? I want to add in the Silent Hill "trademark" of the thick fog all around the city. If it's possible can someone point me on the right direction?..
I'm aware of this feature in UDK, but I'm not familiar with the software yet. If UDK is the only option then I'll have to learn the software right away.
*Owh and btw, in the next 2 days, I got a job interview. WISH ME LUCK, GUYS! Thank you
You should get a job designing the characters and levels for a new Silent Hill game =o, more next-gen and more horror then Homecoming was :P, in other words im saying Holy shit this is godly.
Oh and as for fog, i dont think its possible in the max viewport unless by a plugin or so, something like hardware fog like maya has but as far as i know max dosnt have viewport fog
Replies
Well, tear the stocking too much I don't think its gonna looks nice anymore..I'm avoiding a messy look (with all the blood/ rust splatter all over her body). But still its an easy change since I separated the texture of her stocking and the skin bellow, will try the things out!
PS: Damn, u got a great environment works on your blog, Brau!
_Revel
anyways... i dunn mean like tear them apart... i mean more like some rips here and there.
http://galadarling.com/images/07-03/stockings.jpg
That is too much.. but some of it would look nice, and the band that is at the very top... looks clean and stands out. Thats what i was talking about.. maybe one of those loosened up... things like that.
I want a nice pose!
Ah..I see what you mean..definitely will try that!
@kodde
Sometimes the gloss for the hair makes her looks like using too much hair gel..heheh..see if I can make things better looking.
I want a nice pose too...lol..will update soon, hopefully..
_Revel
And.it's.kinda.hard.
Does anyone has come across a good tutorials regarding character rigging and skinning before?..If you got one (or several..heheh..) please do tell me and I'll be more than happy to check those out..thanks
_Revel
Cheers man, sorry didn't notice your comment before, will try to fix texture again later after rigging.
Now for update on the rigging part, haven't finished yet but I want to ask you guys a question; is is normal to have this kind of stretched texture under her arm? :poly132:
Is it possible to avoid or at least minimize it?..I don't know but probably my bone placement is somehow wrong. I've tweak the skinning this part since this morning and haven't got any good result yet.
Any help will be much appreciated guys..
_Revel
By the looks of things it's your geometry not the rigging that's causing the problem.
I can't see the wireframe obviously but I'm assuming you've gone with the 'loops over the shoulder' topology rather than the 'bendy straw' method if you see what I mean.
What's probably happening is your geometry is being pulled over a big distance meaning those affected polys UV's will be resizing, therefore stretching your texture.
Extra loops under the armpit should help sort it by distributing the 'stretch' across more polys, keeping your UVs as close to original as possible rather than a single poly stretching to the extreme you see in your screenshot.
Again, I'm not a rigging expert so I'm not totally sure.
http://wiki.polycount.com/ShoulderTopology?highlight=%28%5CbCategoryTopology%5Cb%29
Thanks guys, by the comment and the wiki link I know I'm not too far off direction. Looks like the thing that I should do is make the poly distribution on the deformed area more even without losing the overall shape.
Question guys; is it possible to move the bone after skinning the character?..for example like temporary "turn off" the bone while we edit it and turn back on after it looks better?..what I try before was simply turn off the Skin modifier - edit the bone placement - turn on Skin again - and..you guess it...the mesh was modified according to the bone that I edit before. So is there any way to edit the bone placement without affecting the mesh after the skinning process?..
@poopinmymouth
Thanks for giving your thought into this character..to answer your question, as you can see I design her to somehow fit the Silent Hill world. I did some research about the background of how Silent Hill creature was made because for my opinion they all awesome. Actually it was all based on the main character's phobia of something. Suddenly this idea pop in my head (partially because enough seeing the profile pictures in Facebook by most of the girls "deformed" their face by one of the example; extreme high angle shot and well you know the rest), then I think this creature formed by their fear of loosing the face or deformed for the rest of their life. I know it's kinda bad and all, but well just can't help it..heheh..So I make her everything is perfect but the face.
Anyway, I appreciate your concern about this design and love to hear your thought on my next character creation...and, if possible before the texturing stage lol
_Revel
The mannequins/nurses are his sexual desires. They actually get raped in the game by pyramaid head.
Here's a breakdown to better explain it.
http://www.translatedmemories.com/bookpgs/Pg48-49SH2Creature.jpg
What is the end purpose? If you need a full fledged rig for making all manner of strange acrobatic performances by all means fix all possible errors (good luck)... But, if you are just posing it, make it work for that purpose and keep any potential issues in mind for your next project.
Even commercial games struggle a lot with these issues. An example might be your main character hardly ever lifting his/her arms above the head. Then you'd probably put more attention to making the most common actions/animations look good and bite the bullet with letting the more extreme and rare occasions look slightly less good.
Also, in games things constantly move and there's usually several things happening at once. Several things drawing your attention. What I'm saying is you might not be closely examining your bad guys armpit after ragdoll has kicked in and he's lying dead on the ground. You will probably be battling your next opponent instead.
Yes, you have to untick "always affect" then turn it back on, then re tick "always affect" It's at the very bottom of the modifier under advanced options.
Thanks man, yeah I got that downloaded (together with the rest of the book's pages hehe) on my inspiration folder.
@kodde
Yea, I thought of it before, and it's only small to none chance it will show that extreme raising arm pose. In here I wanted to know the real workflow of developing and modeling a game character as I really aim to get a job as one. But after you said "Even commercial games struggle a lot with these issues", I put this case into a "common issue" list and have to accept it as it is. And that's the purpose of that post is just to make sure some certain things. Thanks man, and I will keep that in mind for the next project!
@poopinmymouth
Cool, didn't notice that option before!thanks..
_Revel
A very much thank you to Felix Joleanes for his wonderful IKFK Solver plugins for Max. If you are a Max user and haven't use it before, I highly recommend you give it a try!
Next thing to do is do a bit of texture cleaning because in some part the AO/ shadow baked to much on to the diffuse texture (like in between her thigh when the legs spread out).
Don't know yet whether to build some mini environment for her or not, we'll see.
_Revel
I'm reusing the "mysterious organ" part from the backpack to hang it under the bed. Whenever she catch a victim and do the operation of cutting of the people's face, all the blood and other "spare" stuff from the dead body fill fall down to that mysterious thingy and that will keep it alive.
_Revel
Posing your character makes a great difference.
Heheh...Thanks man
Update..Finish the basic texture; diffuse+spec+gloss+normal..Still need more tweaking, but gonna take some rest now..well it is 12.51am here anyway, so..
Any comments and critic guys?..really appreciate your POV about my work, since I already stare at this thing since morning, need a fresh opinion! thanks
_Revel
As Kodde points out, the posing of her really brings alot of character into her!
Now, as for your rolling thingy, it's looking great! While I can't really identify what is hanging below it, it fits the theme very nicely! Only thing I can point out at the moment is that the metal looks very dull, you might wanna consider upping up the spec on it or something like that
Hehe yeah, mostly I'm not satisfy with the metal..awrite, will try to up the spec a bit tomorrow..
_Revel
The metal on gurney looks really... low res. The low poly hard edges aren't very nice either. You could bang it up a bit in the normal if you have the space.
I'd take a second look into that. I know it's probably not a priority, but it'd really make this whole product look polished, and with the love put into it might as well
I honestly feel a little bit sick looking at her!
Well done!
I like the posing but something is wrong with the hand posing, most notably the fingers, i think the base of the hand should deform more.
Update...well just for fun..
Lol..just a candid shot of her at the break time :poly124:
She's a nice girl...really.
Haha okay, next time I promise a more serious update!
Owh I did some changes to the metal, if you notice it..
EDIT; More tweak on the metal bar..+ proper normal map to make it more round-ish..
*WTH, ImageShack removed my first image?!..it's not like it has some pornographic image or something...geez :poly141:
_Revel
Good job.
Btw, I notice her dress didn't follow the leg on the thigh area, penetrate it. Probably will add some bones over there.
_Revel
Not looking too hot right now and probably it still looks too clean. Comments and suggestions are welcome!..
I'm wondering is it possible to create some kind of fog in Max viewport? I want to add in the Silent Hill "trademark" of the thick fog all around the city. If it's possible can someone point me on the right direction?..
I'm aware of this feature in UDK, but I'm not familiar with the software yet. If UDK is the only option then I'll have to learn the software right away.
*Owh and btw, in the next 2 days, I got a job interview. WISH ME LUCK, GUYS! Thank you
_Revel
Thanks man..mind to share your thought on what part should I add/ change/ to make it better?..
@Warren
Geez, that's very nice words you said there mate..thanks!
Will updates on this piece as soon as I get back to my dearest desktop next week!..heheh..
_Revel