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Character Development

Posted by riuthamus, 23 October 2012 · 873 views

RuinValor
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I have been very busy over the course of the past month... as such I have not updated this blog much. Here is a picture of the completed Gorgane model ( or MOSTLY complete ). I will be texturing it over the course of the week and will update this thread as I do. Please notify me of any suggestions you might have.




When looking at your model my eyes are drawn to the head, to me your gorgone model evaluate in a good direction.

I will be texturing it over the course of the week and will update this thread as I do.

One, tip. Create a quick rig, do a quick unwrapping, apply a checker-texture and play around with some poses. You will likely detect some flaws in the model or texture stretches, often resulting in an adjustment of the topology to fix animation issues. Doing this after the texturing stage is really painful. Posted Image
An other tip:
For presentation use a simple 3-point lighting.Your current light setting seems to consist of two lights, one from above and one from below, resulting in some really dark shadows.
Thanks for the tip, you like the model now that it is in a low poly version? I know you had concerns previously.

An other tip:
For presentation use a simple 3-point lighting.Your current light setting seems to consist of two lights, one from above and one from below, resulting in some really dark shadows.



Its actually three, but not placed in the same tradition as the one you would see in the link you sent me. Ill mess with that and see what it looks like.
Yes.I like it much more :) The arms/legs are not taking all the awareness and the face has lot more details then the rest, while keeping a bulky appearance. Have you a wire shot to take a look at the topology ?
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Some thoughts from my (noob) experiences. Are you planing to paint your texture in a 2d tool (photoshop) or with a 3d painting tool. When painting with a 2d tool it is incredible hard to paint on stretched/shrinked textures. Best to avoid this already in the topology by choosing similar polygon size on the according part of your model. I.e. the leg has smaller polys (more loops) in the upper part than the lower part without pushing the silhouette.

Your feets and thumbs are really low poly and could use a few polys more to remove the harsh silhouette (take a look at the green light in your previous shot, you can clearly tell the low poly count even if hands/feets aren't that important). On the other hand you have a really high loop resolution at the neck, how often have you admired the neck of a game model ? :P

For animation purpose I would consider the movement of the arms and legs. I.e the elbow and knee parts will bend, adding some additional polys to counter this stretches is a good idea :D
That's a huge improvement over the last shots. Great job and I also agree, you should rig it now before any textures get applied. Top of the legs may need some polygon adjustments first depending on how far they need to bend and any other joints could require changes. Best to do this now.

Great work!
Well i rigged it using maxiamo.. or whatever it was called and this is the result.

https://dl.dropbox.com/u/41065/gorgane_walk.mp4
In motion he looks really cool, great work ! I can't detect any artifacts as far as I can see :D Now I'm really curious about the texture :)
don't know if it's intended or if is here just because of the temporary aspect of the animation, but when the model is running, i've noticed a strange bending of the left foot when the right leg is in front. can it be because of the low poly count of the foot?
I did some auto rigging, but you are indeed, correct about that. When i fix it all up I will be certain to fix that.

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