Hello,
For the next 6 weeks I will be making a next gen game character, including the mesh (12 500 - 15 000 tris), Textures (2048x2048 beauty - 512x512 optimised), rig and animations.
My schedule is as follows:
Week 1: Concepting.
Week 2-3 (at the latest): Modelling
Week 4: Texturing
Week 5: Rig and animation
Week 6: grace period and Final Submission
I will be posting WIP Images of where I am up to throughout the 6 week period.
My concept is of a futuristic, fast, light recon trooper (hopefully cyborgish). The persona will be lightly armoured, and will emphasise speed and mobility to avoid detection and danger.
I have chosen a female persona, as before now, I have never modelled a woman and would like the experience to do so.
The following are some of my concepts (which will be updated as I finish them).
First rough concept:
Orothgraphic in progress:
Any feedback and/or advice will be greatly appreciated!
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G'roy
Replies
But its looking good tho,
I think prosthetic running legs would fit right into your model quite well
Other than that you could do a lot more with this. The sillhouette does not reflect that of a woman. They are generally more curvy, look up some references.
Anyway keep at it and keep refining.
then again i think above posts have nailed it.
My comment is now invalid..
I haven't really done much 2D drawing before so I understand about the horrible anatomy.
I was aiming for rocket legs - where she would stay hovering, but I see how the legs need to be fleshed out to meet the proportions of normal legs and needs some form of 'footpad' to be stationary and brake on land.
I actually have never played or seen anything from Blazblu, and have never heard of Zone of the Enders, but I can see how their characters 'rocket legs' still follow the rough dimensions of a human leg.
I will also change the body suit to reflect a soldiers gear. I will try to get some reference from military forces and try to incorporate common features into the suit.
Thanks for all the feedback, I will incorporate this into a new revised concept and post it later.
Example of what I mean, it's a pretty cheap looking model, but this is the best I could find as of now, the original design is much better implemented.
Not sure if I will keep the colour scheme as is, but it has the 'feel' I want.
Just a little heads up on the feet,
This shows how I want the feet to collapse when the Persona changes from ground to 'flight' mode.
Finally the orthographics.
I did change the helmet in the orthos on a whim, but I do like the helmet better than the previous one. I simplified the jet pack wings a bit and added a fuel tank (cylinder thing) to the bottom of the jet pack for 'practical' reasons. Also the things on her hips are thrusters that can 180degree pivot to provide additional speed, or emergency brakes.
The bodysuit material will look like the crysis nanosuit - with the cable muscle contours.
I will be moving on to start blocking out the model in 3D today. So I will keep you posted.
Any ideas on colour schemes, or materials for the suit or armour will be welcome.
i really like how you've constructed your new concept.
looking forward to it.
I am presently working on the arms now. Really need more high poly experience, but I am enjoying the challenges. I want to have the textures done soon, and I will struggle though rigging later on.
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G'roy
And some topology orthos:
I still need to texture, and I will redo my Uvs (most likely), so i'm fairly far behind.
But look on the bright side!
I did this rig with IK to FK blend on the arms in 1 day! (and it works!)
Just going to add some more set driven keys for the hands and jet wing flaps.
Stay posted!!!
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G'roy
Check out these cool wing flap sdks!
Had to do an old dodgy fix on these because when I tried a test skin, the sdks (or rig) bugged out and the wing flaps would gain stupid rotations (yes I froze transforms) and fly off into space. So I groups the flaps and orient constrained them to the chest joint. It seems to have worked, but I guess I'll find out later.
so that's my character in her rig. I will be burning through the next few days as I am far behind, and I still need to texture, skin, and animate the model.
Hoping it will come out ok If it doesn't I will just redo it in my spare time until I get to a result I'm happy with.
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G'roy
Once the animations are done I will optimise the textures for game and export the kfs and niffs. 'Beauty' render might be up later if it looks good enough.
I would like to revisit this character later on once I can texture better and know how to use Zbrush.
http://youtu.be/OILipdiP-OU
Any feedback would be nice!
Thanks for helping me on the journey of creation!
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G'roy