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What I've been up to lately

Mark Unread · 5 replies
92 posts
+9 votes
KwS Member
Forum Rating: 1 Star
Hey guys!

So I haven't been active lately and I apologize for not playing with you guys and ignoring or refusing your invitations.
I've been very busy with my assignments but I'm relieved to say that they have been completed for a week now and I've just been relaxing this past week.

I had to do three 3D modeling assignments - two of which also required animation and the hours upon hours of rendering time just killed me :/
On top of that, I had to use both Maya AND 3DS Max because the assignments required either one of those programs.
The animation ones needed Maya and the other one required Max.
Needless to say though, I loved doing these assignments albeit the long hours slaving away in front of the computer into the early hours of the morning XD

The 3DS Max assignment though, I was really proud of.
The assignment required us to just make a model of any sort for either a game or a movie and I chose to make a character optimized for a game.
Now I've fiddled with modeling in the past; splicing together other people's models and converting models for use in CS/HL but this was the first time I actually made a character from scratch.

It took about 10 weeks of on and off work to complete; I worked on it about 2 days a week and a lot more last week.
She's <30,000 polys; I think she's about 28,900 polys.

There's still a lot of work I have to do to this model, such as tweaking / re-modeling / re-texturing / rigging / animating / etc. but I am pleased with what I have achieved for this assignment.
The reason for the improvements is because this model is actually going to be used in a game that myself and friends are making, which is actually for another subject of ours that is pretty much, "You have a whole year to make a prototype game. K go".

I'll be doing more projects now that I'm on my break.
My next project is going to be a Little Big Planet one because I've been playing that game and I love it XD
I'll still be working on my character though.

So I shall keep you guys updated on my projects and anything new I've started :)


The detailed 720p images are in my album:
http://www.kwsgaming.com/profile/186252/pics/album/album_id/42586

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Face is a little derp. The tutorial I followed was for a stylized character so I had to tweak it myself to get better looking face; still not quite the look I want yet
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Hair still needs work as well. It turned out good but not the way I intended it to look like XD
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Love the position of the shadow in this render :p
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If you look at the 720p version of this, you can actually see the veins that I textured in :)
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Posted Jun 10, 11 · OP
+2 votes
2
 votes
Wow looks amazing. Too bad I have no artistic talent. With drawing and 3ds Max. Seeing what I've done with that program compared to this I know you have put in a lot of effort. One thing though she looks like she needs to eat more; a lot more. (Unless your going for the "I'm missing several feet of intestines + a kidney" look then its ok). All I can say is job well done can't wait to see the finished product.
Posted Jun 10, 11
0 votes
92 posts
+9 votes
KwS Member
Forum Rating: 1 Star
I know she looks quite skinny, like I mentioned before, the tutorial that I followed was for a stylized character, say something like The Incredibles.
I still have to fix up a lot of things to get a more realistic look but that's all I did for my assignment :p
Posted Jun 10, 11 · OP
0 votes
822 posts
+61 votes
Moderator
Forum Rating: 4 Stars
Looks good man. We just finished a similar project in my course. How long did that character take to make from concept to those renders? 30k polys... our limit was 10k.

Crits: Bottom lip sticks out too far OR the space between it and the chin is too shallow.
The space between the fingers is a bit dodgy. But the hands that I did for mine are probably worse. Current model im working on at home now, im going to actually find some proper hand topology and follow that.
It also looks like u modelled the legs and shoes seperately because of the angle change.

Other than that, looks great! Some textures look a little cartoony, but in a good way, and you did say it was stylized, so thats appropriate. I like the texturing on that little golden gem thing on her neckline. What were ur texturing limitations? We had to have the whole model textured in a 1024x1024 diffuse map, as well as 1024x spec map and 1024x normal map. Also what did u use to make the textures, just out of curiosity.

Edit: Oh lol nvm about how long it took, I see now u mentioned 10 weeks on and off.

Also, u learning programming too? cuz otherwise making a prototype game will be hard as if you're going for anything 'different'. I wonder what engine ur going to use.
MasterWormy.jpg
Posted Jun 10, 11 · Last edited Jun 10, 11
0 votes
92 posts
+9 votes
KwS Member
Forum Rating: 1 Star
Yeah there's a lot of things I need to fix up to get it looking the way I intend it to.
All of those criticisms you mentioned I already wanted to fix but I was severely running out of time, so I just left them as is.

The hands looked fine without lighting but once you introduced lights, it didn't fall properly and the shadows looked funny.
The shoes were something that bugged me from the second I attached them because I could see that they were the wrong angle XD
The original shoes were modeled correctly but they lacked a lot of detail so I re-modeled it using a my sister's shoe as a reference :p

Once I fix it up, it's going to look more realistic because that's the way I intended it to be, but it may change because my group mates and I were discussing the art style of this game and we may make it a Borderlands-esque style.

In terms of our limitations, we pretty much had none. It was just make a model for cinematic grade or game grade.
I aimed to get the model under 30k for my own purposes but we are using the Unreal Engine 3 so 30k shouldn't be too much of a problem, otherwise I can just optimize the model and/or use this model for just the cutscenes and LOD the rest.

I made most of the textures 2048 x 2048 for the detailed parts, ie. face, 1024 x 1024 for others and 512 x 512 for minor details.
When importing it into the game though, I can just halve these so they load quicker; I find it easier to texture at high resolutions then just reduce them accordingly.
I handmade all of the textures in Photoshop; it's a LOT of layering work XD
The only parts that I referenced some textures for was the gem piece on the jabot (the neck thing) and the buttons. I added more detail on top those textures.

I, myself, don't learn programming. My uni course is just on the design side of games but the other group members know programming so they take care of that.
So far we have the basic layout of the first area, the skills and particles working :d
Posted Jun 10, 11 · OP
0 votes
822 posts
+61 votes
Moderator
Forum Rating: 4 Stars
Yeah it's always good to make high res textures as the originals. Photoshop's Bicubic Sharp reduction method gives fantastic results. I mostly use Mudbox for my texture painting, using layers for every different colour that I'm applying, then taking it all into photoshop where I tweak colours and anything else I want.
MasterWormy.jpg
Posted Jun 10, 11
0 votes
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