Hey guys,
For one of my final modules this semester, we have to make a customisable character within UT3. Now, I'm not a character artist so I would really appreciate some feedback on this character!
I decided to make an astronaut character as I can easily add a helmet as an extra mesh (more marks for customisation!), and perhaps add labels onto the suit as extra parts.
Sorry that this is just a big wall of text/images, I meant to make it earlier but I completely forgot. So I guess I'm looking more for feedback on topology and texturing as it comes together.
Firstly, here's some shots of the piece from concept to base mesh, to high poly to low poly.
Here's my initial reference:
And a quick character mockup (I'm no 2D concepter either!
):
So I made a quick base mesh for Zbrush, keeping it really simple with essential topology to ward away any naughty pinching!
And started sculpting in Zbrush:
And here's the current stage of the head and torso retopology:
Would love to get some feedback, let me know if you see anything that could be better and improved in any way.
Thanks for reading!
Replies
I'm currently re-topoologizing the arms, legs and boots and unwrapping them. Will hopefully have an updated shot tonight.
You're confusing this flight suit with the EVA suits they use for space walks. This suit is intended to be worn at launch whereas the pressurized suit is used in the vacuum of space.
This low poly took a lot longer than planned, but for a second attempt it turned out quite nicely. Need to test deformation next when I rig it to the Unreal rig. Wish me luck!
Mike - you're right, I will look at removing those before I skin it any further.
Chris - Yeah he does look really awkward. It's the UT3 rig, we had to model around it. I've tested it in-engine quickly and it looks fine in UT3.
Here's an update on the texture. Need to paint the character's head and neck next.
And here it is in UT3. Looks fine in the character selection screen....
But looks awful in-game:
Not sure what's causing those horrible seams. UT3 splits its meshes up into arms/legs/torso etc for customisation, but it means you get these seams. But I didn't think the seam would be that ugly! I've tried inverting the green channel of my normal map, to no avail. Any ideas guys?
go to your green channel in photoshop (of the normal map) and make sure it looks like the light is coming from the bottom of the image. If it looks like it's coming from the top, then go to image -> adjustments -> invert or ctrl+i...
Worked on the character's skin a little today.. It's still very WIP, just wanted to post a shot before I go to bed.
are you seperating the mesh before baking the normals? or are you baking the suite with one smooth group?
You need to make sure that your uv matches exaclty the uv layout which ut3 requires for the parts, when you look at the textures of other characters you might notice that they all have the same layout. If you dont do that, it will look like the example you have there.
this should cover it.
[ame]http://www.youtube.com/watch?v=mgVuYcLas7k[/ame]
Worked a little more on the face. Need to work more on the eyebrows!
Thanks for all the help guys, hopefully I can get this problem sorted soon.
Did you create a custom material for your mesh?
IIRC from my experiments with ut3 you need to use one of the existing materials of one of the factions for your mesh, otherwise it wont display properly ingame but will display properly in the character selection screen.
This corresponds with what pior wrote here: http://www.pioroberson.com/tuts/tut_ut3_custom_head_model.htm
I did find out that I was having some rigging issues around the seams, but I fixed those and it's still badly lit. I'm awful at rigging, I don't think I'm doing it properly. Manually assigning each vertice took ages, I'm sure you're supposed to just re-size the envelopes.. Don't know why I didn't explore that.
I also checked all my textures settings in the editor, and some of them were set to different compresion types for their textures (a diffuse texture had a normal map compression texture etc). Also, I upped the LOD for the normal map from 0 to 2, it seems to be showing the normals a little better now.
It's not going to be a main piece on my portfolio as I want to be a character artist, but I do want to show my understanding of game art and all the different elements, so I'm going to put it in my 'miscellaneous work' section on my 'folio.
he's also missing patches buttons insignia and the rediculously large zipper
his helmet looks like a block of metal too.. is that supposed to be glass?
might also be good to make his gloves a different color to distinguish it as a seperate element from the suite.
perhaps consider making the zippers black as well to pop them out a bit more...
just some suggestions. sorry if this seems short too, i've had vodka.
You can download and try it here if you like. The installation and how to play steps are all included in the zip file:
http://dl.dropbox.com/u/7557268/Adv%20Modelling%20in%20Games%20Eng/NASA.zip