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Pruvaloo

Absence Test Character Wip

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Absence test character, a 'relatively' low poly guy, the final model will have a Victorian feel to it. 3036 tris at present, without optimisation. Needs hands and eyes lol, the line down the middle is simply where I've flipped the model and not yet welded the verts. Any comments or crits welcome. Cheers

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Nice work. To add some constructive criticism, I would say that since you've done Low poly so well on the body, try to lower polys on the head as well. It hardly seems like he needs that many around his ears, a small area which will likely not be a focus during gameplay. Also, above the knees it looks like he isn't wearing pants, either that or they're very tight, which may be a style you're going for. This is quite noticeable from the back where he has defined butt cheeks. That may just be an aesthetic thing.

Again, it's cool overall. Keep us postd

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Thanks for your comments :)

the whole ear area has been annying me for a while now, so i decided to scrap the lot and stick in a really low poly version....thats sorted out some of the problems, and saved me a hell of a lot of polys

well spotted about the pants thing too!! i hadnt noticed, but looking at it they did look really tight. theyre not meant to be baggy by any means, but they're not meant to be lycra either lol, loosened the upper pants out a bit, hopefully should look a bit better now

this is just me playing about with materials to gt an idea of how it will look when its finally textured, lots of black i know, im thinking maybe some pin-stripe grey for the trousers, should lighten it up a bit

anyway, heres the latest

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Another aesthetic thing:
I think the face looks a bit strange. I would push the whole area around the chin a bit backwards, and make the lower jaw 'line' starting at the ear more distinct. That forward trend of the head reminds me a bit of an ape skull, because the forehead is so much 'behind' the area around the mouth. But I think moving everything beneath the nose a bit backward would remedy this.
Sry for my bad description, english isn´t my native language, though.... hope you did get what I mean.

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Thanks for all your comments guys

@ Daniel Miller

Thanks man, yeah i guess the shoulders could be a bit more pronounced, i'll have a play around about that

@ d2king10

Hopefully fixed that, or lessened it to some extent. im still not 100% about the ears, so i may redo the head, think im gonna add a top hat too so the majority of the curved part will be hidden, we'll see how it goes

@ matches81

Dont worry man, i understand perfectly, and your english is good! :D he does look a bit ape-ish lol, again im not sure whether to try and fix this versin or whether to just start over on the whole head

i'll post up some more progress shots either later tonight or tomorrow

thanks for your comments once again!

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Some sever problems stopped me from posting up any updates pics over the weekend, however everything seems to be working ok at the mo

Decided to re-start the head:



Dont worry too much about the roundness of the head, he's going to have a hat covering up most of it, so Im only really bothered about the face and forehead part.

I think maybe the mouth and cheekbone area needs to be moved back slighty, what do you guys think? Also there seems to be some funny shading on the bridge of the nose that needs to be sorted out.

Cheers guys

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I´d move the mouth up a bit, and move the chin a bit more foreward, I like them a bit more pointed, but that´s just a matter of taste, I guess. The point where backhead meets neck should be a bit further backwars, looks too sharp to me.
I´d second d2king10´s suggestion about the eyes, they seem too large and a bit too far away from each other.

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@ d2king10

Cheers man, cant believe I didnt spot that!! lol I've made the eye sockets smaller now, and also brought them a bit closer together, so it should look better now

@ matches81

Well spotted about the mouth, I've moved it up, but Im not sure whether it needs to come up a tiny bit more still? The chins been moved slighty forwards, and hopefully the base of the head/neck area is sorted now. (Ive got the neck attached to the main model, so thats why this head is neckless)

Thanks guys, I appreciate all your input :D here's the latest render, I added the basic top hat, took some polys out, and added some test materials



Cheers

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I´m not too sure whether I´d move up the mouth a tiny bit more or not, either ;)
you could just try it out and decide which one you like better?
In that screenshot the mouth looks okay in the left two pics, the right-most one does give the impression it could be moved up a bit more, but that might as well be the perspective. But, as it looks that way from that perspective the other two might as well disguise it? I would try it out.

One other thing again ;) Since the lips of this guy are quite thin I would make his nose 'match it'. As far as I see on that screens the transition between nose and cheeks starts quite far beneath the eyes. Getting that transition to start 'later', that is more upwards could make his nose look sharper without changing it´s shape too much. But that depends on how the character should be perceived. If he´s supposed to be a nice guy I´d keep the nose as it is, if he´s supposed to look creepy or even evil I´d change the nose a bit to make it more accented.

Though I don´t have too much experience with character modeling (still trying to get my first human model look right, the hands keep me screaming), so it could well be that that nose suggestion is just pure nonsense ;)

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First off thanks again guys :D

I hadn't really thought about whetehr he was going to be good or bad, the main purpose of this character was to give me a way to learn how to get models in to the Source engine.

I don't expect him to be used in the final game, although I suppose he would be an ok background character...anyway, I've called it a day on the modeling front, and now I'm getting him all unwrapped ready for textures.

I'll post up some piccies once the textures start looking ok

Cheers

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You should use CannonFodders HL2 tools, they are absolutely fantastic and a much easier way of getting content in game than click and dragging and setting up endless folders etc.

I did some tests with an old character, bascially it takes:

1 click to export as .mdl (reference)
1 click to export as .mdl (containing animation data) - optional

Once you've made those its time to get the stuff actually compiled for Source:

1 click to compile a texture
1 click to compile a model

Then open up Hammer, select your model and away you go, it really is that simple

I use the 3DSMAX SMD Exporters and Importer with StudioCompiler, and you can get both of them here for free>>>

Cannon Fodder's excellent HL2 tools

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Some suggestions;

Thicken up the lips by creating a second edge loop slightly (ever so) around the entire lip. Then move the loop upwards and downwards (but not sideways). Use your origional lip line to give the lips fullness.

Play the cheekbone down, it is generally a femanine quality and even though some men do have jutting bones they never (at least not that I have seen) extrude that far from the cheek.

Male eyes are generally thinner (heigthwise) than what you have, try to move the top eyelid down about 1/4 of an inch (relative to human scale). Then use the space above it to create an eyelid.

Widen the nose at the nostrils.

Looking at your wireframe (although small) I can tell that you do not have any edge loop covering the middle portion of the nose, this create the blend that connects cheek to nose which, on your model happens far to high on the face.

Here is a picture!

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First of all thanks for all your feedback :D

I've called it a day for the modeling stage (i did some work on the head, made some tweaks and also optimised it better)

Im now onto the texturing, unwrappings been done, and the textures are nearly done too, I'll stick up some more pics either later today or tomorrow

Thanks for all your help guys, I've learnt so much on this project, which was one of it's main purposes, so on that front it's been a brilliant success


Cheers

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