Hello,
I thought I'd post up some work I have have been doing recently. It's based on the Brawl competition. I have taken the character Anna Williams from Tekken - I have aimed for a post apocalyptic look to her keeping the hair and the red dress as a factor in the design.
I'll try not to make this just a dump of images.
Early work:
concept:
colours:
base mesh:
newer base mesh:
(deciding I had made a bad face and that I lack the ability to create hair)
helmet:
generic title here:
To break up the pictures a little here, I'll point out that I am doing this at university. At this point I have been told to get rid of the helmet and do the hair - mainly because I can't avoid doing hair for ever.
UDK - low poly mesh, with normal map applied: -
front:
Side:
Back:
Front in UDK:
Then (as a one of my dealines were approaching I sort of lost track of my plan and went a bit.... off with my textures)
Front:
Side:
Back:
Prepare to be blown away :poly142::
Face:
For a break down of all the components click here:
http://danielwebster3d.wordpress.com/what-im-working-on-at-the-moment/anna-williams-apparently-picture-dump-for-first-model/
Needless to say this was ... interesting.
Replies
revised concept:
Changing the face:
(it changes allot don't worry)
New version of Anna in Zbrush:
Front:
Side:
Back:
She Still needed work to the anatomy as it was a fair bit off.
After Working on this This is how she looked:
After that I set about texturing her: How ever when I cam to exporting my textures from Zbrush I found that the UVs had become corrupted somhow - very annoying.
I ended up using UV master to unwrap the broken sub tools with a very quick unwrap (time is an issue for me). Problem solved I went on.
In max:
I found however that the texture was bit too messy so I tried to improve it again. Working in particular on the Skin texture. I am trying my hardest to improve my hand painted textures , so all of my work has been hand painted. I am quite pleased with the result I got on the skin.
The face is still an issue, the eyes are just too big so her features are a little off. Tough I don't have time to fix this now, nor increase the head size to match the body - though I would of if I had developed her better in the first place.
I Decimated the model and took it into 3ds max for a quick retop. The limitation of this model is too 12,000 triangles. I have managed to get he back down to 11,908 tris - which I just cant argue with
[ame="http://www.youtube.com/watch?v=fh9YJcLfuco"]http://www.youtube.com/watch?v=fh9YJcLfuco[/ame]
A few fixes and then into UDK.
NB: The scene is made up using assets from UDK.
So that is where I am up to. Please feel free to comment, or give me any tips/ advice - they will be greatly appreciated.