Hey polycount!
I have been lurking here for a few months, and finally decided I should post stuff.
This is basically my first character model, and after watching some tutorial videos and doing some reading I thought "all right! I'm ready to do this!"
After several hours, however, it's not going very well.
I'm trying to do an update on Gum from Jet Set Radio. Everything has been difficult so far! Any advice whatsoever is greatly appreciated!
The boobs gave me a lot of trouble
The face is a bit of disaster. Definitely needs a ton of work, if not an outright do-over.
Nothing going on under here. I'm not sure how to approach this area.
I have softened the edge of most of the normals, but I'm entirely sure what that actually does. Are there any hidden dangers with this?
Anyway, I hope someone sees this!
Replies
I decided not to do skates, because this is just for fun and I don't really like the ginormous Jet Set Raadio style of skates.
I also decided to shorten up the dress/skirt thing into a long shirt. That way you can see her butt better!:)
Her face is getting closer and closer to what I want, but the geometry is all messed up. I keep thinking that I SHOULD start over, but I'm worried won't get back to where I have it now. Which is stupid.
Right now it's sitting at 10152 triangles.
In the meantime, I have actually redone the mouth, and here it is:
This is the only image that will upload at this time for some reason, so that is all I will be uploading...
but seriously, I dig Jet Grind/Jet set.
So far this looks pretty cool.
I've been slowly working on the shoes lately, and they are pretty much finished. I did polypainting in Zbrush for the texture, and some pretty mild sculpting on the eyelets and stuff. I actually think they almost look worse in Maya with the normal maps, so... Hmmm. Also, my UV mapping is not great. But for first time UV mapping, I'm actually really psyched that it looks as good as it does!
In Zbrush.
In Maya.
Winchester 1895 with a wacky scope:
Said scope:
Webley-ish revolver:
Some art that a friend did that I'm modeling a character from (I hacked a few pictures together in photoshop, which is why there are weird errors all over):
My initial progress on that character:
Current state of that that character:
The proportions are wonky
This knight guy that I made a while ago and then stopped working on. I think he's a little over 8000 triangles. This was also my first attempt at texturing something in photoshop! That was part of the reason I stopped working on it:
And the current state of that Gum model I was working on oh so long ago. I will probably never finish that...
you might want to work a little too on the topology of you faces Whilst the result is satifying, it is still a little too messy and could be problematic if you decide to rig it and animate it
PS : oh and you might want to add some gradient between your light and shadow on the texture, i think the result could be awesome !
@ premium, I'm always looking at areas and thinking "I could probably cut this area way down," but I'm pretty new at this so I never know if I NEED to or not, so it is good to hear from someone else that I should. Thanks!
@ Scythe, you are not the first person to comment on her waist! I was going for the "super wide hips, big thighs" kind of look with her, but I think I sort of failed. She mostly just looks freakish. Also, faces kill me man. I spend sooo long on those damn faces! But yes, they are quite messy. I have yet to learn rigging, but I certainly plan on it at some point, and these guys will all need some work, eh?
Original mesh:
After a bit of sculpting:
Finished (at 5AM, bah):
The skin/hide is nice and even, but I'm wondering what else you could do with the color to make it more interesting. The color palette is boring right now so maybe you can do something to spice it up.
Keep it up!
About the skin texture, I definitely agree that he's bland, but I didn't really have an artistic vision for this guy when I started him... and... uh... I don't really know how that relates to his being bland. Anyway, thanks a lot for the comments!
Current state (~14k triangles):
Initial zbrush work:
Early zbrush body initially made from zspheres:
Gun design:
Completely shitty low poly gun. I made the low poly and mapped it in a total of like 90 minutes. It is full of errors, but that is ok since it is just in the holster for the time being!
Some Viewport 2.0 goodness:
Some MARMOSET goodness:
A lizard man you may have seen already, as I posted a thread on him in the P&P section:
And I'm currently working on a redesign of Kurt Hectic from the MDK series, which I also made a 'wip' thread for:
In other news, I got a job at Best Buy, which is bumming me out. I definitely hoped I would be doing some entry level game industry job at this point! Alas, student loans need to be repaid, and I am broke.
A bison man! I'm currently messing around with fur shells to make him all shaggy.
First the Zbrush stuff:
Here's the LP. He's somewhere around 9500 I think.
Then I made this little robot for the 3D Motive contest:
And some random Zbrush stuff made with polymeshes:
I assume it's marmoset, and you manage to render out the skin in a good way!<
Overall cool stuff! Keep it comin
You are correct, it is Marmoset, and that face picture has the stock "polaroid" preset on it.
It's total amateur over here, but I will post the texture anyway! And my material settings in Marmoset.
Thanks for sharing this!:)
You should put all this stuff into a showreel and have some beauty and wire turnarounds of your character. BUT (dw, it's a good but ). Before you do all this, may I suggest you add some more detail and colour to some of your original characters? Their style looks great but they're kind of empty of detail. Maybe a few stickers/patches on jackets oooor some leathery scratch wear and tear (but make sure you incoporate your own visual style into it otherwise there will be a conflict between your style and realism :@).
In short, but some more detail on what you have already and you have yourself there a showreel. Seriously jealous of your work so keep it up !
@Cybersam: Thanks so much man! And thanks for the advice! I've definitely been trying to beef up on my anatomical knowledge lately. Do you know this guy Ryan Kingslien? He is a 3d sculptor/anatomy guru who is always stressing the importance of REALLY KNOWING where all the bones and muscles go.
His youtube page: http://www.youtube.com/user/rkingslien?feature=CAQQwRs%3D
Thanks again!