Hey guys, here are some pics of some models/the concepts for those models for a game we are working on. Thoughts? Keep in mind that it's for PC and is a 3D assets, 2D plane of action side-scroller, so the largest the "dad" (big dude) will be seen on the screen is about 400px and the son half that.
I'm still working on some retopologizing so I'll post wireframe stuff soon. Also, added some bracers on the dad model:
His sleeves will be chainmail with an alpha element to the lower section and then just a tunic over that for the main torso.
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are you looking for crit on ways to reduce polys on these characters or more proportions?
1. I would really recommend not modeling in a T-pose because you'll end up with a lot of both mesh and UV distortion when it moves. What I typically do for deformable characters is to model every joint at about 50% of it's rotation. Obviously some aren't suitable for this though. For example, here's a character I did a while back.
2. I think a lot of the appeal in your original concept art what the angularity of the forms, but in the model, they ended up pretty lumpy.
3. No reason to have 5 fingers at this distance. I'd recommend index and thumb, then combine the other 3 into a mitten.
4. Your topo looks pretty awkward, could you show an image of the wires?
5. You've lengthened the legs of the knight and it has lost some of the interesting proportion.
It's coming along!
Does either of these characters ever use per-finger movement or is it all swaying fists? If the latter, model the dad's hands as fists. I'd also model out the 'floating' hair on his arms, just using some 3- or 4-segment polystrips, no alphamap needed. And give dad some ears.
There is no need for there to be so many fingers, I'll try the fist suggestion.
The geometry still needs work since I was moving a lot around in zbrush. I want to keep to hard edges but don't want all the normals to be hardened. Is there anyway I can have some normal edges hard to keep that look but keep some soft so I can keep some of the subtle musculature in the chest, etc?
You should at the very least model the arms angled down, to get nicer form in the shoulder. In the concept there's a nice angle where the 'arm' seamline goes.... which would become macaroni currently.
The little guy has all kinds of awesome silhouette elements in the concept that didn't make it into the model.
That tuft above the boot should be put in!! Generally those folds need to be a LOT larger, and more exaggerated. Make sure you can see them when the thing is 'iphone' size. otherwise it's almost not worth putting in.
Shoulders seem way too thin.
If i werent so addicted to skyrim, id give you a proper paintover:
But this is what your model looks superimposed onto your concept.
GOOD start, but some minor tweaking of a few verts would make it awesomesauce.
I would highly suggest you bring in those concept sheets in max/maya and double check the proportions. There's so much charm to them that aren't translating.
Here's the texture work on the father so far.
And the son
Reign in the values and define that stuff more with color and these'll start to shine a lot more i think!
(also this is maybe a more subjective thing but those green shirts are gonna be a whole lot harder to balance out and make work than the color choices in the initial concepts)
As far as the green goes, I guess I don't really understand the change. I think the blue worked so well in those concepts shots because of the contrast between the blues and yellowish tan skin, and with the green on the tunic, it is just sorta yellow overload.