Hey guys,
I was provided with a character concept that I need to create in 3D, but I've never made anything with game restrictions before.
It's also the first time I'll be texturing a character - ha...should be fun.
The restrictions are 2500 polys and a texture resolution of 1024x1024.
I'm unable to include the concept painting on a public forum.
The original concept is ownership of the Gameloft Redsteam Studio.
I'm not sure what the best workflow is for creating game characters, but I've decided to model a high poly mesh in Maya, retopo the mesh and bake a normal map using the two.
I made a start on the armour this weekend and here's where I'm at so far:
I'll try to keep updating the progress regularly; any feedback or tips you guys have to help me out would be appreciated!
Cheers.
Replies
Good luck!
Here's a liquify for you:
Thought I'd reply so I don't seem like I'm ignoring you guys, but I'm gonna try to hold off replying until I post updates so I don't spam the thread; hope nobody gets offended by that in the future.
Jess - You're right about all those things, so I changed them; Also made her shoulders/traps a little larger too.
Donavon - I'm new here so I have no idea what that thread is, but I'll try and find it to have a skim through, sounds cool! haha
Giles - Thanks for taking the time to paintover it, hopefully the update will be closer to your feedback.
Should have the high poly model finished tomorrow, will post an update in the evening for some feedback.
I'm planning to get the low poly mesh and UV layout finished by the end of weekend; maybe squeeze in a lil baking, who knows.
Cheers! =]
Near finished the high poly mesh; just gotta finish those god damn shoulder pads and add a few small things.
Think I'll do something about her butt because I don't like the shape haha
Turntables:
[vv]40255557[/vv]
Wires:
All feedback and crit welcome!
Cheers. :]
Other then that I think the concept is really cool and it looks great.
I agree that you could add some small details to make it pop even more.
Simon - You're right about the shoulders, hopefully they look more accurate with the armour added.
Marie - Agreed, her ass does look weird, will remodel it tonight. hah
I'll add some wear and tear to her gear this weekend before starting the low poly remesh.
Thanks for the feedback guys.
I've added some detail in Zbrush and retopologised the low poly game mesh.
I've never modelled a game model before, so the triangle approach felt really bizarre to me; I've tried keeping the triangles in non-deforming areas.
Next step is unwrapping the Uvs, but any feedback on the topology at this point would be really appreciated.
I'm planning to use Xnormal for generating the normal map, I've never used that so some tips would also be great.
I really wanted to model the straps, but I ran low on my poly limit so have decided to bake them; I read its good to only model things that are visible in the silhouette, so I'll stick to that approach.
Game Mesh:
High Poly:
All feedback and crit is welcome. Cheers!
http://www.donaldphan.com/tutorials/xnormal/xnormal_occ.html
^^^ should help you out getting to grips with xnormal
http://vimeo.com/9059831
http://vimeo.com/9742354
http://vimeo.com/10596662
http://vimeo.com/13868566
http://vimeo.com/11483803
^^^ these should be super helpful for the topology
SA_22 - Big thanks for the links mate, will definitely take a look through those before I'm done polishing the maps!
So it's been a while since I updated this thing...
I've unwrapped the UVs and baked both the normal and AO map, removed the cylinders from the torso because they served no purpose and gave the gloves more topology.
The first time I created the normal map it turned out awful and I spent an entire day painting out the errors, after which a friend told me about something called "smoothing groups" which I'd never heard of before, needless to say they were the cause of my problems.
After a painful learning experience I went back, adjusted my model and UVs, then re-baked the maps.
Applying the new maps to the character I ran into 2 new problems; the first is where I mirrored my UVs, leaving a line down the center of the model; the second problem is a white spot on either side of her chin.
I've been told to paint the white spots out manually in photoshop, which I'll try later today.
As for the line down the center, I'm at a loss; I'm going to try deleting a few pixels from the edge of the UV shell to see if that is somehow causing the problem, I'll also try different smoothing groups and re-bake the maps to see if that fixes things. - Check out the armour pad on her crotch to see what I'm talking about.
If anyone knows what's causing the issue I'd really appreciate the feedback.
I haven't cleaned these maps since the bake, I'll polish them up in Photoshop later after this post and a little feedback from you guys.
So far I'm quite happy with the results, although there are still a lot of creases that need ironing out. Never thought I'd enjoy texturing once I tried it, who knew!
Here's an update on the model, along with a UV snapshot.
The model is 4928 tris and the maps are 1024x1024.
Cheers! :poly115:
I was planning to present her using Marmoset, this is the first time I've touched on game stuff so incorporating an engine would be way over my head at this moment in time.
When you say Maya produces the best quality bake, does that still apply if I used Marmoset for my final renders? Or would using Maya still produce better quality bakes than something like xNormal?
I'd check the lips as they appear a little wide and the chin/jawline appears somewhat masculine. Have a go tapering it and see how that reads.
From a functionality POV, those plates either side of the ankle would make for limited movement.
UVs look good, though maybe the mouth could've fit tin the upper left corner - makes for easier symmetry before addition of details.
Whw - Hmm it must have been taken down; the studio told me I wasn't allowed to post it online, which sucks.
I'll re-adjust the jaw a little, I wasn't too sure on it myself, now that someone else has pointed it out I'll have to! haha
I'll see what I can do about the UVs when I've finished editing the model; couldn't I just use the rotate view tool in Photoshop?
Thanks for the feedback!
Think I'll stick to testing my maps in there.
Play time over, time to go back and work on some feedback. :poly124:
I went back and fixed what feedback I got on the model; normal map is looking much better in Marmoset.
I've made a start on texturing the diffuse and spec maps at the same time, this is just a quick update of where I am, still a long way to go yet.
This is the first time I've actually textured anything so if you guys have any pointers that would help out I'd really appreciate it.
Also, I still have that issue with the crease down the center of her armour pads, no idea what's causing that.
Texture sizes - 1024x1024
Cheers! :poly108:
So I've been busy texturing her. Had some time to rig her in Maya ready for animating, so I've posed her for a render here.
I'm not 100% happy with the pose so I'll rework it for the final renders if any of you guys have some feedback about it.
Might actually switch the base colour because it's too similar to her boots.
As always, any feedback is welcome! :poly121:
But If I was going to use DoF I would only use it on close up shots. Never for fully body shots because as Gannon says above it hurts your eyes.
As for the design and model itself I'm really digging it. Only promblem area I find is the shins. It just a bit bare, maybe add a few straps, etc.
I was given a concept to stick to so I'm afraid I can't add anything to them, although I will try and make them a little more interesting, maybe throw some damage onto them or something.
Was really fun giving game art a shot, huge learning curve for me.
Thanks a lot for all the feedback, if anyone has more I'll have to come back to this model at a later date or incorporate it into my next project.
Hope you guys like it! :poly121:
Would love to see some maps if you could
I've included the high res image, texture maps and a turntable.
If you can point anything out about my texture maps that I should do differently next time, please let me know!
Cheers.
Diffuse:
Normal:
Spec:
Turntable & Wires:
[vv]41841027[/vv]