ZBrushCentral

Game Characters

Here are 2 characters that i finished workin on a little while back
They are next gen game characters working with the limits of the engine using the required poly count normal maps and sss

any crit would be appreciated
cheers in advance

malgual_beast-for web.jpg

Attachments

vala- for web.jpg

Cool game characters man!:+1:

crits? ok… those rock!

Vala’s hips appear to be a man’s anatomy.

:+1: Nice work.

cheers for all the support guys,
Its really satisfying when youve spent a long time on projects and get alot of good feedback at the end. Makes it all worth while.
dogbone: i hadnt noticed the hips until now, but i cant help but look at them and think they need to be redone

sadicus: i tried to reply to ur pm but ur inbox was full hope u dont mind me postin up ur comments, cheers

the polycount range from 4000- 20,000 polys but it depends on the type of character and how many u want on screen at the same time. the average for most of the nextgen game is about 8000 at the moment.

texture maps do eat alot of memory but they are needed to get good lookin games. diffuse, spec and normal maps are as standard now in all nextgen games and sub surface scattering being faked to give the look of skin in the shader.

Wow, the beast looks awesome…and the scout looks fantastic as well. :+1: :+1:

You have subsurface scattering shaders built into your game engine? I’m jealous - tell me more! :smiley:

Overall, the poly counts seem really high for such models. Just eyeballing the Beast I’d guess he was around the 4,000 mark, not double that. Are there a lot of polygons in the head? I wouldn’t expect a 8,000 triangle model to have a jagged edge like the one that appears on on the Beast’s calf, for example.

Likewise, you could chop a mass of polygons out of the lady’s torso and still leave it looking the same, I think. As a general rule, polygon divisions that don’t alter a model’s silhouette and that aren’t necessary for correct deformation can be thrown out! It’s surprising how cheap you can be with polygons when you’ve got normal maps doing all the heavy lifting.

I’d recommend re-lighting the second model. It’s obvious that you’ve done a lot of hard work on the normal map, but it doesn’t read well in the picture. A single directional light above and in front of a model works wonders for normal-mapped models, I’ve found.

I like the skin sheen on the Beast - good work. :slight_smile:

Hey Mark, how’s the new job? :slight_smile: I’ve almost completely broken free of Boro too :smiley:

As for crits, I think the beast’s feet should be bigger considering his size, I’d made the lower part of the deltoid stand off from the arm more, as he is quite muscular. At the moment it just seems to flow straight into the upper arm.
This isn’t a fetish, but nipples might help break up the colours of the torso, as the whole trunk seems quite uniform.

For Vala, I think her head shape needs a bit of tweaking. The brow area seems a little too wide, I think if you narrow that, pull in the temples a bit and raise the lower end of a nose a tad that should help things. And maybe pull the chin forward slightly.

I think you could also trim quite a few polys off each model. Vala’s stomach area shouldn’t need many polys as the normal map should deal with those details fine.

Looking forward to your new stuff :slight_smile:

i’m really just posting because you have no stars for this! so here’s 5 well deserved ones!

in game, there isn’t a single consumer in the world who would notice any of the crits above. but… i agree with all, especially the poly count. you could use some of those to smooth out her bangs up close. but still it warms my heart to see perfection still is a goal! and for getting (or keeping) a job, well, yeah i’d fix em up a bit because the boss will be looking at them as stills too.

all that said, my only crit is still… those rock!

ps… what the heck does that thing on her back do? rocket pack? plug in for nourishment? ah nevermind… thank god it doesn’t cover her butt… er… eeewww! :+1:

hey chris long time no see codies is goin well, the beast had nipples but when i added the sss they kinda just started to blend in :confused:

Kaiju Valley Kid: i need to re render vala because i started playing with ambient occlusion to give soft shadowing but it looks to have taken alot of detail from the model

Polygon placement was abit of a pain due to the time frame i had to build the models. Also they were done as a personal project so didnt have my boss kicking me up the arse saying change this and change that, so it got difficult to no when to stop and move in to zbrush!

I gave myself the polycount and worked towards that, at some point in the near future i will go in and reduce them cuz i could get it down to about 5000 polys and still give more smoothing to the needed areas. theres too many polys in the heads!!

These are 3dsmax renders as they were made for a tech demo although the ingame render would look pretty much identicle with the shaders that are being used.

This the dvd case that i made for the game concept and shows parts of the game environment as well
i still need to go in and change the background because at the minute its to black
dvd_cover.jpg

hmmm always more flashy to use hi-res stuff on the cover…
keep it up!

from all of the good feed back on the beast character i thought u may want to see his back :wink:

malgaul_back-forweb.jpg

Wow.
It’s very nice to see your textured characters.
Very nice modeling and texturing.

Keep rocking

I have no crit other then I think they are both very cool!

Its so cool you are making your own game charachters - I’d love to atempt it one day.

I was wondering is there a book that teaches you how to make game charachters?

Also, apart from Zbrush, could a newb like me learn by using a program like ?XSI foundation"?

The reason I ask is because the XSI Foundation package seams to be accessable for someone like me just fooling around… soory for the noob questions! lol! :smiley:

Again fantastic work and cool jacket cover!

Claudio

This was done as part of a uni project so i was only learning then,
been a while since iv looked at them and have been tempted to go back and rework them as there are many areas in not happy with now, although i keep starting other projects :rolleyes:

i only use 3dsmax for production work as in my opinion it has the best modeling tools and workflow.
Personally i didnt get on well wiv xsi for modeling although i found it good for animation side of the work but im sure many people would disagree with me but its all down to personal choice.

you should take a look at the joan of arc tutorial on 3dtotal as its a good tutorial to learn the basics of charcater modeling
www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp

cheers

Thanks a lot for the info! :slight_smile:

Claudio

Hi
Great to see good models that are actually usuable! I’m beggining a modelling project right now but want to put into a game engine. I guess you built a game mesh over the high poly mesh? If so do you know where I can find tips or tutorials on how to go about this? I don’t just want to leave my model as a statue.
Again awesome work,
Lee.