3D character MODELLING - First King Project
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palace guard sketch
As seen in newer references provided by Mr.Clavet
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Wow! David. Those are looking very good. You could define the same rig for both of the characters (soldiers and guards)
For the work of the Vancouver film school. They use ZBRUSH to create all that detail that is then baked. I think they model the clothe directly on the mesh. (I don't know how they achieve to animate it after)
From what I heard from the industry here (mosty UBISOFT). They used Zbrush extensively for all the clothes design.
Look here:
http://www.pixologic.com/behindthescenes/
There is a video from Ubisoft/Zbrush that show the artists and they works using the tools. You'll see the Assasin creed character modeler there.
For the work of the Vancouver film school. They use ZBRUSH to create all that detail that is then baked. I think they model the clothe directly on the mesh. (I don't know how they achieve to animate it after)
From what I heard from the industry here (mosty UBISOFT). They used Zbrush extensively for all the clothes design.
Look here:
http://www.pixologic.com/behindthescenes/
There is a video from Ubisoft/Zbrush that show the artists and they works using the tools. You'll see the Assasin creed character modeler there.
yep, zbrush or equivalent for clothes/detail...
about rigging don't ove rcoplex it, specially if gotta do all characters for an indy game or sth
If speak bout modeling stage, you can use shrinkwrap modifier. It depends if for a game, or for medium detail, not super hi. For super hi, to be applied as normal maps (hope displacement maps in the future) . That model type does not have trembling or flowing clothes. So, imo, the kiss rule
You can always use some extra bones for muscle( with all cloth over it, but would be actually a normal map over a medium detailed (in main voulmes) mesh) bulging, but in a general, simple, global way. Imo, face expressions, glances, etc, are more important, if want to do something of that level. An that's complex rigging, also. So, imo, reduce complex workflows where u can...
about rigging don't ove rcoplex it, specially if gotta do all characters for an indy game or sth
If speak bout modeling stage, you can use shrinkwrap modifier. It depends if for a game, or for medium detail, not super hi. For super hi, to be applied as normal maps (hope displacement maps in the future) . That model type does not have trembling or flowing clothes. So, imo, the kiss rule
You can always use some extra bones for muscle( with all cloth over it, but would be actually a normal map over a medium detailed (in main voulmes) mesh) bulging, but in a general, simple, global way. Imo, face expressions, glances, etc, are more important, if want to do something of that level. An that's complex rigging, also. So, imo, reduce complex workflows where u can...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
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Basic shape for the hero, from the same bodyframe of the soldier (...).
Clothing, props, and facial detail will differ enough for disguising common "lines".
Clothing, props, and facial detail will differ enough for disguising common "lines".
Last edited by lostanimator on Fri Jun 06, 2008 7:06 pm, edited 2 times in total.
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painting procedure
Hi Halifax.
The clothes in this one are made out of some real clothes pictures, deformed with photoshop, and underexposed at some places for dirt.
Thes rest was drawn using a wacom intuos A4, with photoshop CS3 extended, basically with 1-3 pixel black lines, and other bruseh for hair, color, etc.
The clothes in this one are made out of some real clothes pictures, deformed with photoshop, and underexposed at some places for dirt.
Thes rest was drawn using a wacom intuos A4, with photoshop CS3 extended, basically with 1-3 pixel black lines, and other bruseh for hair, color, etc.
"photozorcing"
XD
heros in desert....dirty, for sure.
And at home too. Sure.
XD
heros in desert....dirty, for sure.
And at home too. Sure.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
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lostanimator
Well, dressed in dark theres less notice of the dirt, a clear shot by day...
Done with a picture of my trousers, made with a tripod and timed shot, and adapted to the shape of the legs with photoshop deform tool (which is really cool)
Done with a picture of my trousers, made with a tripod and timed shot, and adapted to the shape of the legs with photoshop deform tool (which is really cool)
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thanks
You're right, I'll check that.
ur gonna kill me
i know subjective opinions wouldnt do...
just measured accurately now...
hand is larger than head...just put the start of the palm in your own chin...and see that longest finger (even having my HUGE hand) rarely reaches more than half way of distance between browses and start of hair...while that hand even surpases top of hair..is seen visually, but just for the scientific data...do with ur own head, an do with any normal ppl...if u know quasimodo, that wouldn't be fair play... Don't do with women, as generally the have smaller hands...And surely would get it as having another intentions...
Probably anyway the guy's head is a bit small. Even for heroic proportions..
torso is also way tall. the crotch gets very low. If u measure legs, that by solid confirmed "average" canon(which is respected totally in every good comercial game, for some weird reason, those bastards... ), should be same distance from crotch to top of head (according to "heroic" measures, even more. Indeed, a hero is more of a cannon than anything could be...) the distance reaches just middle of chest... i know popeye could have existed in real life, but...
feet are also too small...
Now go. Deploy all your anger on this poor creature, this generous yoda that just seeks the good in the earth... :,,,(
i know subjective opinions wouldnt do...
just measured accurately now...
hand is larger than head...just put the start of the palm in your own chin...and see that longest finger (even having my HUGE hand) rarely reaches more than half way of distance between browses and start of hair...while that hand even surpases top of hair..is seen visually, but just for the scientific data...do with ur own head, an do with any normal ppl...if u know quasimodo, that wouldn't be fair play... Don't do with women, as generally the have smaller hands...And surely would get it as having another intentions...
Probably anyway the guy's head is a bit small. Even for heroic proportions..
torso is also way tall. the crotch gets very low. If u measure legs, that by solid confirmed "average" canon(which is respected totally in every good comercial game, for some weird reason, those bastards... ), should be same distance from crotch to top of head (according to "heroic" measures, even more. Indeed, a hero is more of a cannon than anything could be...) the distance reaches just middle of chest... i know popeye could have existed in real life, but...
feet are also too small...
Now go. Deploy all your anger on this poor creature, this generous yoda that just seeks the good in the earth... :,,,(
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
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hi vermeer
My fault!!
Well, it's not that I tried the 7 head canon, but you put me in the compromise.
Again, this average discussion is a side result of my attempt of getting something else out from the plain soldier sketch.
Bis hands, yes!! I like the expressivity of hands, and I think I can draw them in a way that exagerates a little the size acoording to the attention we want them to catch.
Head small already explained, but was simply playing with photoshop.
The feet in the last one are mine, pictured at the same time as the trousers (which are baggy, and quite rigid). I wear a 43 being 172 cms tall/short (depends on the starting point...). So my feet don't match the canon... sorry, I promise I'll let them grow larger in the future.
For the legs and relative heights, I reckon I recall something about the midpoint in the crotch at college... (Alzh... what?). But I already explained, not in depth, that this aims to not a full commercial concept sketch (which someone else is helping Christian to do), but a flatened frontal projection, symmetric and with the position ready to built up tHe skeleton and rig -> Slightly bent Knees -> slightly disproportioned legs length. (check the side view for the anubis to assure I really planned this).
In any case, not to be blame of confusing poeple, I openly dare you to friendly propose the rules (enunciado), and I'll try my best, and listen to your corrections for the sake of doing a clean canon for anatomy reference. Maybe front / side / back views is enough, with some annotations on particular issues. ¿?
Something like the basic sketch I did but "well done".
Bigger head and smaller hands could be revised, after Christian's feedback on characters (in progress), in the meantime I was doing a litlle of what I like, drawing in photoshop and trying to get the most versatile bodyframe for characters (I have no problems for resizing the body if needed)
Well, it's not that I tried the 7 head canon, but you put me in the compromise.
Again, this average discussion is a side result of my attempt of getting something else out from the plain soldier sketch.
Bis hands, yes!! I like the expressivity of hands, and I think I can draw them in a way that exagerates a little the size acoording to the attention we want them to catch.
Head small already explained, but was simply playing with photoshop.
The feet in the last one are mine, pictured at the same time as the trousers (which are baggy, and quite rigid). I wear a 43 being 172 cms tall/short (depends on the starting point...). So my feet don't match the canon... sorry, I promise I'll let them grow larger in the future.
For the legs and relative heights, I reckon I recall something about the midpoint in the crotch at college... (Alzh... what?). But I already explained, not in depth, that this aims to not a full commercial concept sketch (which someone else is helping Christian to do), but a flatened frontal projection, symmetric and with the position ready to built up tHe skeleton and rig -> Slightly bent Knees -> slightly disproportioned legs length. (check the side view for the anubis to assure I really planned this).
In any case, not to be blame of confusing poeple, I openly dare you to friendly propose the rules (enunciado), and I'll try my best, and listen to your corrections for the sake of doing a clean canon for anatomy reference. Maybe front / side / back views is enough, with some annotations on particular issues. ¿?
Something like the basic sketch I did but "well done".
Bigger head and smaller hands could be revised, after Christian's feedback on characters (in progress), in the meantime I was doing a litlle of what I like, drawing in photoshop and trying to get the most versatile bodyframe for characters (I have no problems for resizing the body if needed)
Last edited by lostanimator on Mon Jun 09, 2008 3:44 pm, edited 1 time in total.