Thanks, Callesw! I've actually thought about turning my huntsman into a fully fledged 3D character and your comment has convinced me that it must be done!
uneditablepoly, thanks to Maya's incremental save feature, I was able to take a few screenshots of how I modeled the head of my hacker character. I hope these gif's will be helpful!
The skull in the following gif is made from a simple cube of 4 vertecies that has been smoothed a couple of times with Maya's smooth tool under "Polygons -> Mesh -> Smooth".
I guess the best advice I can put into words is to start with each edgeloop seperately and sow them together as you go. If you find yourself stuck, don't be scared to cut the mesh into pieces and focus on each part separately and try sowing them together again.
keep the jaw n the buccinator area fairly fleshed out for a nice look, give us some front n sides for more crits! make this head 10x better than ur last one !
OK, so here's an update. Squire, after looking up the word buccinator, I totally get your point and I hope it shows in these images.
Since my last post, I felt her features are too caucasian. My concept shows her as being at least partly black, perhaps african american... might be some latino in there as well..... anyways, I updated her features to look more fly and cool!
I've got to pick up a fast way to make gif's from multiple files.. :P
I started doing a concept for another playable character in our current game project (turn based). He's a heavy guy who likes to shoot n stuff. All crits and comments are welcome!
This is where the hacker is atm. So far i only have a normal map, an AO and a diffuse each for the head and body. The diffuse is in a VERY early stage, btw. I should learn to use zbrush. Hipoly modelling in maya is time consuming... :P
The colors are much darker in the concept. After baking ao and applying it as ambient color on a blinn all the colors got much brighter. Am i using my ao the wrong way?
I've got to get into facial animation as soon as possible, otherwise, what would all this topology study be for? I tried to do a quick deformation before bedtime and I'm pretty pleased!
And here's the progress of my hacker character. I've put all her textures aside, as the details won't show up in the game anyways. What I've done now is given her my first decent rig with reverse foot and everything! :O
I still need to weight map her properly but this might do for now.
I like doing cool poses..
So we turned in our 4th game project last friday morning and I'm pretty pleased with the results.
The game is called UNION and it's a turn based strategy game set in a dystopic cyber punk future. I got to be graphic lead on this project, which was fun and stressful. I didn't realize how much work would actually be put into managing people and how much less work would be spent on actually doing graphics myself.
The most notable graphics I did was modelling and texturing of the "Ghost" character. I also got to do all of her animations as well as all the enemies' animations, which was loads of fun! Oh, I also worked together with the programmers to come up with a solution to get lights and shadows painted onto every level.
Also, the voices of the enemies as they emerge from the fog of war is my voice!
soon school starts again and we're gonna get familiar with zbrush. I'm trying to get a head start by trying out sculptris and practicing anatomy at the same time. I'm going for a realistic style.
His shoulders were too wide, neck muscles too defined, neck muscles connected to shoulders too big and his collar bones were too protruding and not curved the right way. Am I right? I tried to fix it.
Next step will be shoulders and back.
One thing I find weird is when I look at him from the front, his skull seems a bit too big, but when I look at it from the side I really like it...?
Hi oskar (adam here! )
Great work! Really nice sculpt and you have really advanced during the summer.
The only thing I feel is lacking is volume, you've given the character quite "super-average-man" look, but the proportions are still that of a "regular" man.
Try beefing him up and give him some volume, this could be used as reference:
Thanks for the feedback, Adam! I understand what you're saying but I'm actually going for a more slim kind of body, sort of like an acrobat or gymnast.
WIP of another anatomy study. This time in Zbrush. I started out by making a base with zspheres. Unfortunately I didn't think it was nescessairy to define fingers or toes with zspheres, so I had to dynamesh the crap out of the mesh to get enough geometry to work with.. :P
Replies
I'll put together some images later today to show you how i make my heads! brb!
uneditablepoly, thanks to Maya's incremental save feature, I was able to take a few screenshots of how I modeled the head of my hacker character. I hope these gif's will be helpful!
The skull in the following gif is made from a simple cube of 4 vertecies that has been smoothed a couple of times with Maya's smooth tool under "Polygons -> Mesh -> Smooth".
I guess the best advice I can put into words is to start with each edgeloop seperately and sow them together as you go. If you find yourself stuck, don't be scared to cut the mesh into pieces and focus on each part separately and try sowing them together again.
Also, check out this tutorial by Ryan Kittleson [ame="http://www.youtube.com/watch?v=xls25e08sSg"]3D Modeling tutorial for the human head. Focus on edge flow - YouTube[/ame] and also this page http://wiki.polycount.com/FaceTopology
Since my last post, I felt her features are too caucasian. My concept shows her as being at least partly black, perhaps african american... might be some latino in there as well..... anyways, I updated her features to look more fly and cool!
I've got to pick up a fast way to make gif's from multiple files.. :P
The colors are much darker in the concept. After baking ao and applying it as ambient color on a blinn all the colors got much brighter. Am i using my ao the wrong way?
All crits n stuff are welcome!
Please watch in 720p! I did some facial animations..
[ame="http://www.youtube.com/watch?v=9El9BFo0uW4"]A short sequence from The Matrix using Andyrig 1.4.6 - YouTube[/ame]
EDIT
And here's the progress of my hacker character. I've put all her textures aside, as the details won't show up in the game anyways. What I've done now is given her my first decent rig with reverse foot and everything! :O
I still need to weight map her properly but this might do for now.
I like doing cool poses..
The game is called UNION and it's a turn based strategy game set in a dystopic cyber punk future. I got to be graphic lead on this project, which was fun and stressful. I didn't realize how much work would actually be put into managing people and how much less work would be spent on actually doing graphics myself.
The most notable graphics I did was modelling and texturing of the "Ghost" character. I also got to do all of her animations as well as all the enemies' animations, which was loads of fun! Oh, I also worked together with the programmers to come up with a solution to get lights and shadows painted onto every level.
Also, the voices of the enemies as they emerge from the fog of war is my voice!
Download the game! http://www.mediafire.com/?5317ou4fmje1p1d
Feedback would be very much appreciated!
Next step will be shoulders and back.
One thing I find weird is when I look at him from the front, his skull seems a bit too big, but when I look at it from the side I really like it...?
Great work! Really nice sculpt and you have really advanced during the summer.
The only thing I feel is lacking is volume, you've given the character quite "super-average-man" look, but the proportions are still that of a "regular" man.
Try beefing him up and give him some volume, this could be used as reference:
http://www.creativecriminals.com/images/deleyesocks1.jpg (warning! Homo-erotic image)
Feedback, pleeeeease!
everytime i try to fix the nose it looks weird in other angles...