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View Full Version : "Wik" Main character for a video game



madmac
09-10-04, 03:57 PM
This is a character I made for a game called "Wik and the Fable of Souls" : www.wikgame.com (http://www.wikgame.com/)

Wik'sFace.jpg (http://javascript<b></b>:zb_insimg('1198','Wik'sFace.jpg',1,0))

I made the character and the tree branch it is sitting on and a colleague made the background. The foreground branch and the character were both modeled in Zbrush then rendered in max.MainMenu.jpg



an early version Wik TestRender.jpg (http://javascript<b></b>:zb_insimg('1199','Wik%20TestRender.jpg',1,0))

couple shots of the model in Zbrush wikModel01.jpg (http://javascript<b></b>:zb_insimg('1200','wikModel01.jpg',1,0)) wikModel02.jpg (http://javascript<b></b>:zb_insimg('1201','wikModel02.jpg',1,0))

steventaylor
09-10-04, 04:13 PM
nice render what a great environment>any plans for fmv of WIK

madmac
09-10-04, 04:35 PM
No plans for fmv. He was just intended to be in the game, however it would've been fun to make a movie.

madmac
09-10-04, 04:37 PM
No Plans for fmv. It just was intended for the game, however it would've been fun to make a movie.

Sorry for the previous empty post.

_dado
09-10-04, 04:42 PM
truly awesome man! reminds me a bit of gollum, but i don't think that's a bad thing... thumbs up on the the environment as well!


dado

madmac
09-10-04, 05:04 PM
My inspiration was a troll doll, but I can see the gollum connection.

The background was done by a very talented friend of mine (Chung Ho Kan). I made the character and the branch he is sitting on. I agree the background does look great.

denzil40
09-10-04, 05:48 PM
very nice work :) He has a great sense of character.

abxy
09-10-04, 07:02 PM
dude, this is just over the top...absolutely outstanding work...i have so many questions, but i just wanna get 3 answered right away...i guess i'll just ramble them to you, and you can answer what you'd like.


first off, as far as the branch and Wik, was it all completely modeled in zbrush from the very start to very end? if so, is this all zspehere work and did you have any trouble with topology or anything technical like that? if not, at what point did zbrush come in? Did you texture in zbrush as well? how many polys on each object?

excellent work mate!

madmac
09-10-04, 07:17 PM
denzil40 Thanks for the kind words

abxy I appreciate the compliments... as far as the branch goes I started with a very basic shape in max and exported it into zbrush. Then I just subdivided it and started sculpting. I did not texture it in zbrush I used deep paint.

For the character I modeled a low poly cage in max and then exported it in zbrush where I did all the details. I did texture the character in zbrush.

The branch was about 150 k polys and the character was around 2.5 million

Polaris30
09-10-04, 09:03 PM
Great charictor :D

Cant wait to play it :D

:cool::tu::tu::tu::tu::tu:

j.sekikawa
09-11-04, 12:36 AM
It's fantastic!
I also want to draw such a picture.
f it can do, I will want to see a clear background.

mapsle
09-11-04, 12:59 AM
Great picture !:tu:

jantim
09-11-04, 02:07 AM
Great model and rendering,but i think the pose of the character hanging on the

branch looks a bit to stiff, i think there should be "movement" and a sense of
gravity in the model !
Just my "humble"opinion as people say...when they mean the opposite :)

jantim

doron
09-11-04, 07:10 AM
very nice work mad
what i like to know is

1) did you use displacment map? or did you import the whole 2.5 m back to max?

2) isnt a game charcter should be low res?

Doron

Frenchy Pilou
09-11-04, 07:28 AM
Big eyes human froggy :cool: :tu:
Pilou

madmac
09-11-04, 09:23 AM
Wow I didn't expect such a response thanks to everybody for the feedback.

jantim: I agree the pose definitely lacks weight, by the time I realized this I didn't have time to go back and fix it.

doron: I actually did both. The character that is in the game uses a displacement map. The one for all the glamour shots like the picture of him hanging on the branch I loaded in the full 2.5 million polys. I did this for two reasons. One is that I didn't like the way the model deformed when I posed him. It was ok for the game but not for a still image. So after I posed my animation cage I loaded it back into zbrush and applied the displacement map back on to it (thanks to aurick's help). From there I was able to retouch the model. After that I exported it back to max. The other reason is that I wanted to use another renderer other than Vray for the still images.

As for game characters being low res... well most of them are. For this game however we chose to prerender the images and then map those images onto polygons. It looks better this way for the type of game it is. I think it was a good decision, the game looks great.

WikNormal.jpg

WikPosed.jpg

Frenchy Pilou: you should play the game, then you will really see the frog connection

Junk
09-11-04, 10:07 AM
Very nice character, great anatomy.

Skinning is great as the rendering.
If i understand well you did pose the charecter in Max, export the obj to ZB, apply the displacement, and rexport the 2.5 millions polys obj for rendering into MaX??

s there aby special tricks you can share for applying the displacement on a 'posed' character.
I use the Habware exporter and it kills my uvs so no way to make changes into Max and reload in ZB.

madmac
09-11-04, 11:47 AM
Junk:
Yes that is what I did.

well the character allready had uvs from the first time I took it into zbrush so all I did was import it as an ".obj" (the obj file format retains texture coordinates) into max. Then I hooked it up to bones posed it and re-exported the mesh back to zbrush to do the tweaks. I don't know if this answers your question.

madmac
09-11-04, 11:49 AM
Junk:
Yes that is what I did.

well the character allready had uvs from the first time I took it into zbrush so all I did was import it as an ".obj" (the obj file format retains texture coordinates) into max. Then I hooked it up to bones posed it and re-exported the mesh back to zbrush to do the tweaks. I don't

Sorry again for the previous post the font color was the same as the background

jkushwara
09-11-04, 12:14 PM
Madmac,

Great work ! I've tried the pose low rez mesh in another app then import posed model back into Zbrush then apply displacement map thing also, but wasn't able to subdivide the model to it's original level and apply displacement - not enough memory. I'm running on a dual 3.6 with 2G ram - did you have any similiar issues in your workflow ? Have you found that applying displacement in Zbrush gives better results than same displacement applied in max ? Was there any noticeable softening of details that needed to be reworked by hand ?

madmac
09-11-04, 12:49 PM
jkushwara,

I didn't have any memory issues and your computer is bigger than mine. Here is a link to a thread were aurick explained to me on how to apply a displacement map in zbrush. Maybe it will help.
http://www.zbrushcentral.com/zbc/showthread.php?t=16897

As for the quality of displacements in zbrush... I found that vray gives the best results. I did lose a lot of details that I had to go back in and redo. I don't know if this is because of the program or just my lack of understanding on how to tweak all the parameters to get it right.

jkushwara
09-11-04, 01:27 PM
Thanks a bunch ! I'll give it a go later tonight. The white texture map with displacement map as an alpha thing was new to me - I thought that you just needed to hit apply displacement and be done with it. Some of my elements are more in the 6 to 8 million poly range - I'll report on the findings if you would like just in case you've got a model in the future that's a higher rez.

- Jay

madmac
09-11-04, 03:24 PM
jkushwara,

That would be great thanks!

cookie_mon
09-11-04, 05:07 PM
that is :: cool

Pestopants
09-11-04, 08:26 PM
awsome job, seriously. you just got me inspired to do some stuff for school. Keep it up! I love how deep his eyes are!

p.

custom_junk_mail
09-11-04, 08:33 PM
Ooh very nice. He has a lot of personality. He's somehow cute and ugly at the same time, I think. He reminds me of a hybrid between a tree frog, gollum, and the weird creature on Menithings. I think pre-rendered is still very good - there are a lot of advantages to balance the disadvantages.

MacGyver007
09-11-04, 10:43 PM
Question: How did you do the hair, and how is the hair going to be done in-game?

denzil40
09-11-04, 11:18 PM
:tu: solid stuff

madmac
09-12-04, 11:34 AM
Thanks agian for all the positive feedback everybody!

MacGyver007,

The hair is done with shag hair. Though I did touch it up a little bit in photoshop for the hero shots.

Cezar Souza
09-12-04, 07:20 PM
Amazing anatomy on this fella! :eek: Great work and congratulations!!! :D

solomon
09-13-04, 01:58 PM
me likes this character - alot!

show me the teeth, please please!!!


looks so innocent, but I bet when it opens those lips ........

Qn
09-14-04, 02:15 PM
Very nice work!
:tu: :tu:

chkan
09-14-04, 10:44 PM
That character is hella tight!! Great sense of anatomy....nice touch with the subtle specular bloom. :tu:!!!

Gettarobox
09-17-04, 06:28 PM
please post the game version. as an aspiring game artist I would really appreciate it. also what is the ingame poly count target you went for?
hope you don't mind showing it. :)

madmac
09-17-04, 07:22 PM
solomon: He doesn't have any teeth...well at least not any hi-rez pretty ones.

chkan: I'm impressed you were able to pick up on that ;)

Gettarobox: The hi_rez version is the game version. You see, because of the type of game it is we were able to pre-render all the art and then map the renderings onto polygons. Like a texture map only not. So there were no poly limits (which is rare but a real treat for us artists). If you want to see what "Wik" looks like in the game you should download the demo, then you can see him in all his glory (basically the same only smaller).