Hey guys.
I am doing my FYP at the moment for University. The overall aim of the project is to recreate 3 high-poly characters into next-gen handheld characters. I am aiming to use the characters with iOS, on the iPad and iPhone. I hope to rig the characters and get some example animations working. And then touch wood get the characters displayed on my Ipod using UDK.
The characters I am planning on re-creating are; Gordon Freeman, Kratos and Master Chief. I know God of War has been made for the PSP but I am a big fan of the character so I wanted to get him in there.
I aiming for a 1000 trangle limit, and 256 texture maps. I plan to also get normal maps working on the characters. I am wondering how effective the normal maps are going to be.
Here is Kratos (WIP). Currently on 997 triangles. Trying to work out the best way of doing the deformable joints topology. I have been reading Ancient Pig's deformation tutorial but I am a bit stuck on my 1000 triangle limit at the minute.
C&C greatly appreciated.
Thanks
Replies
I'm interested to see how you handle both Freeman and Master Chief, especially with Master Chief's armor having so many edges.
Good luck mate, I'll be checking in!
@Pies Any feedback is welcome man! Master Chief will be a bit of a challenge I have started his legs so far but decided I would go down another route. Hopefully I shall have an unoptimized version of him up tonight. Thanks for the boost.
@Harry Big fan of your low poly stuff Harry. I agree about the shoulders and the pecs. I dropped it down to a more balanced topology now. I am trying to keep that loop under his pecs to help with the normal map. Dropped some more polys into the loincloth should definitly help when it comes to skinning/deformation. As for the feet/ankles. I looked at the feet in general and had a bit of a redesign. I looked back on what I had done for a previous model (http://img5.imageshack.us/img5/417/theflashdetailsheet.png) And decided that approach would save a load of triangles. I am thinking wherever or not it's worth moving the cut towards the toes for toe deformation. I know the bone limit for a single skeletal mesh is 75 bones but dunno if it is worth popping a toe in there. Thanks for the C & C. Much appreciated Harry.
@gilesruscoe Thanks for the advice. I cut down the back. You were right there were way too many polygons not affectting the silhouette back there. As for the belt I am planning on keeping it extruded as I am going for a third person with an over the shoulder view, so you do come quite close to the model. (http://www.sirlin.net/storage/post-images/infinity_blade_enemy.png?__SQUARESPACE_CACHEVERSION=1292636570435). Sorry should have mentioned that in the post. The infinity characters are around 8k polys pretty crazy! hopefully I can still get similar results with my limits. I sorted out his shoulders. It's still a bit messy up there but I have attempted to get a smooth shape going on. Thanks again for the feedback.
Hopefully I will have some pictures of Gordon up in a few hours. And I am gonna attempt to get some Master Chief WIP up as well. Thanks again guys.
I think it's important to get this stage nailed properly, and other people will be able to help with that. I have no worries about the texture of this bad boy, I've seen your other stuff and it is very good texture-wise, so I can't wait to see these models textured!
Here's Gordon so far. Bit messy around the chest. Need to weld out the symmetry verts. The leg shape is bothering me at the moment. Trying not to go too muscular afterall he is just a scientist. Hope you like it so far guys.
I do mine like ben does:
3 rings on the outer part, 2 on the inner (the polies between those 2 is going to colapse inside the geometry when flexed)
@ah_lex Hey Alex. Yer I originally had the leg panels extruded but I took them out cause I wasn't really sure about what will be indistinguishable at the distance it will be shown. I think like you say about I won't know much till I start texturing so yer see how it goes. Shouldn't be an issue if I do apply an extrude as it will a tiny ammount anyway so shouldn't cause any issues with the unwrap nor the texture. I am pondering over this though glad I aint the only one. As for the chest, I looked back on my references and you are right the chest does come higher up around the neck, well spotted. The head I have scaled in the Y axis, hopefully looks more like Gordon's now. Yer the Jaw is gonna be the key notifier of the head shape. Like you say won't know for sure until I have the texture down.
Thanks for the feedback guys. Definitly helping me in creating these models as well as in the long term. Here are the models as they stand at the moment.
Characters are pretty much finished.
The first shot below is the normals baked using xNormal with an ambient occlusion applied. Extra normal map detail was applied using nDo inside Photoshop. The next 3 shots are the characters at a suitable iOs resoultion; textured with diffuse,normal maps, spec maps and alpha maps (where needed). Will post up more shots later on today with better view of the speculars and texures and so on. Master Chief doesn't have a specular applied yet so will post that up once that is done.
Normals
Screengrabs.
Kratos
Gordon Freeman
Master Chief
Thanks guys.
@himadri_sm I read about it here.