Showing posts with label Character conception and 3d modelling. Show all posts
Showing posts with label Character conception and 3d modelling. Show all posts

Thursday, 13 December 2012

Final models and evaluation

High Poly model
 Here is the final render sheet for the high poly model, i am really happy with the overall result and how the texture turned out, it took a while but i think it paid off. I also managed to keep the model under the 600 Tri budget even with the hourglass accessory.
Evaluation
Here are a few images and renders of the final character for reference so i can explain and analyse the successful and the negative points about the character model. The actual 3d model was relatively easy to create, the only area i had a bit of trouble with was the hands, feet and creating the head. I tackled these by keeping each part separate from each other so i could easily change or even delete that part of the model such as the hand until i was happy with the result. Next i planned out which parts of the model i wanted to have symmetry so i could save of texture space and optimise it as much as possible so more detail can be added. I then unwrapped half of the model and used symmetry to duplicate the model so i then had all of the model unwrapped, i then unwrapped other pieces that i didn't want symmetry to affect. Texturing was a large step for me as this is where most of the detail can be added without using any Tris, i first encountered some problems with the head and the shoulder armour, because they had been mirrored i wasn't able to add the cracks i had in the concept art, because it looked to obvious that it was mirrored which was the only downside to the symmetry tool, although it was a great help for texturing the body which took the longest, but would of taken even longer if i had to texture it all and unwrap both sides. There were to minor problems with the unwrap that i noticed once i finished texturing, the hands were far to large in scale to the rest of the unwrap, they should have been much smaller saving more space to make other parts larger such as the cloth which is too small on the unwrap and could have been much bigger, even so everything turned out to be quite detailed, i painted the texture at the resolution of 2048 then downsized it to 1024, this held much more detail than trying to paint the texture at a smaller size. After finishing the texture i then wanted to do some final tweaks to make the renders much more interesting, the first thing i did was position the character so he didn't look so static, i positioned his cloth so that it looks like its breezing in the wind, i then also added a small textured base to make it look like it fits an environment or game. These final touches are what made it look much better and i am pleased with the result, apart from the small mistakes, but this will allow me check for these problems in the future.
Low Poly Model
This is the final render sheet for the low poly model, i am also happy with the result of this model, the model is a little over budget, due to the complexity of the design i couldn't cut out anymore Tris without affecting the overall design.
Evaluation
With the low poly model everything was pretty straight forward, the only tricky part is keeping everything tidy and using as little Tris as possible. The modelling part went fine, the only problem i had was that i had to many accessory's on the concept that a low poly model shouldnt really have so this is why i am slightly over the budget because i had to make the holy water bottle, the bible and the little scroll pieces that hang from the belt. I am also really happy with the unwrap, every things pretty efficient as i mirrored half of the body and also mirrored other sections such as the wing pieces so the most amount of detail could be applied to the model. I also added a specular map and a normal map to help define more details of the model and really make them pop, you can see in the UDK render below it works great on the back armour to 'fake' more detail and give it a metal appearance. I also created a presentation base and the weapon just to increase of the overall presentation and the believability that this is a game suitable character. With doing the high and low poly models i much preferred the high poly character mainly because more detail can be added to define the character more, although the low poly model was fun to make its far more tricky working with stricter restrictions and budgets which can affect the overall design.

Wednesday, 12 December 2012

High poly model wip 8

Heres a quick screen grab of the final model, he has been posed a little and a base has been added to make it a little more interesting, only thing i need to do now is finish texturing his weapon and sort out the lighting untill im happy with it before taking renders.

Sunday, 9 December 2012

High poly model 7

Some more texturing progress on the high poly model, taking a long time to do.. will have to speed up as i still need to work on a normal and specular map.

Thursday, 6 December 2012

High model wip 6

Some more progress painting the head and neck, looking forward to doing the normal and specular maps for the model to really make the cracks and muscles stand out.

Tuesday, 4 December 2012

High poly model wip5

Some more progress with the texturing just blocking out shapes and the main structure ready for some serious detailing and cleaning up seams. I need to tweak the model in a few areas as well as i keep seeing things I'm not that happy with..

High poly model wip 4

All the moddeling is finished now and it has been unwrapped. Just blocking in the colours for the texture for now so i can begin painting, hopefully it will make things look alot better as ill be able to paint in a lot of the detail. The finished model is 5,870 tris and the weapon is 470 tris.

Friday, 30 November 2012

High poly model wip 3

Here a quick screengrab of the high poly model, the models almost finished now just need to check round everything and fix up minor stuff with a few tweaks before moving onto the unwrap...

high poly model wip2

Pretty happy i got the hands and feet done so progress is going well, now to add more detail.

Thursday, 29 November 2012

High poly model wip1

Made a start on the high poly model, things are going fairly smoothly so far at the moment. Its under 1000 tris at the moment so i should be within my budget for this model if things go to plan

Tuesday, 27 November 2012

Low poly model final

Here's some final renders, decided to render it in max because it was just easier to lay out because i could render out PNG files with transparent backgrounds.

Low poly character turnaround


Monday, 26 November 2012

Low poly model wip 4

Here are some renders in UDK of the completed low poly model, next i need to find a way to lay it out professionally on one page.






Sunday, 25 November 2012

Low poly model wip 3



Here's some quick screen grabs from UDK for now, still need to work on the display base for the model and i also want to pose it and take some nicer renders for the final display sheet. Ive lost count of how many hours its taken me to finish this texture but i know it was a long time, I'm really happy with the result though. Some little problems with the face but that might be just because of the tri count, i'm really pleased the wings and back part of the model aswell. The final tri count is 605, which is a tiny bit over the budget but should be fine.

Saturday, 24 November 2012

Low poly model wip 2

Ive finished the unwrap for the model and the staff now, and also had the time to finish texturing the staff which I'm pretty pleased with. Here is a quick render inside UDK, a spec and a normal map was added in the engine. The finished staff counts in at 248 tris.Below is a render in 3ds max with only the diffuse material.

Friday, 23 November 2012

Low poly model (wip1)

Here's a screen grab of the progress for the low poly model. The model turned out to be 620 tris.. which is a little over the budget of 600 tris but hopefully that should be ok. the weapon is excluded from the tri count but i still kept this low poly as it would be used in a game, the weapon is 290 tris finished. Overall really happy with how it turned out, a few things had to be changed here and there as it just wasn't possible with the tri limit but hopefully i can pull it off with the texturing now, so next step is to unwrap!

Thursday, 22 November 2012

High poly character design

Here is the final design sheet for the high poly character design. I am happy with the overall design and think it has got my theme across quite well, as most people are familiar with Anubis and what he stands for, this is the reason i themed my character around this Egyptian god. I also tied in other elements such as the hour glass that grim reaper is usually seen with to represent peoples lives or how long they have to live before he comes to collect souls. Next i will be working on the low poly character model.

Colour variations


Here are a few colour variations for the high poly character design, I didn’t want the colour’s to different from one another, I know I wanted the skin a fleshy colour but I wasn’t sure about the clothing colour and what colour the mask should be, the colour idea I like the most is number 1 because of the Egyptian colour scheme, and the deep red robes and the black mask give the impression of evil and sinister character.

Tuesday, 20 November 2012

Character dev 4

Some more progress on the Anubis character, just sketched out a few parts for the character as well as a back view, just need to get in there and paint them up now, fairly happy with the overall look of the character though, i want him to wielding two of the sickles so i think he will look pretty interesting once modelled and textured.

Character dev 3

Some more character progression, gone to a more bulkier version of Anubis still with ages and tattered skin and the head more of a mask, i much prefer this concept, i have also given him an a large hourglass that clips into the back of his belt, something Death is usually seen with to keep that tie in there.

Sunday, 18 November 2012

Character dev 2

 After not being too happy with the first idea for the high poly character i went back to my thumbnails to look at more initial ideas i created. I liked the idea of creating Anubis the Egyptian god because its a much different idea from the rest of the concept witch are more influenced from the grim reaper. The idea with this character is much different from the original interpretation of the god, i want him to look like hes undead himself with rotting flesh and bone showing through in areas, this way hair can be placed in patches witch will also reduce the poly count.
I then chose to develop another thumbnail just in case i found a better idea, I'm quite interested in this design for the angel of death although i think i much prefer the idea of Anubis because I'm not really keen on these robotic type creatures because i don't think they will translate into 3d very well. So i will now move onto more detailed development of my chosen idea and see what i can come up with.