Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (AndrewAMD, VoroneTZ), 1,258 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 3 1 2 3
female game character #83884
07/31/06 06:15
07/31/06 06:15
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Hello,

this is my second attempt to create a female game character. This time I spent much more time to define the face. I almost used thousand polies only for this. The whole character has about 3000 polygons now:



Here is a closer shot of the head. This is not the final texture, just a place-holder-material to get a first impression:



And here you can see that I managed to unwrap the entire model. Even the shoes are perfectly unwrapped:



Texture and some more details will follow next days.

By the way: This took me 2 full days so far. I used one entire day only for the head. I will be faster next time since I am learning with every new model.

Regards,
Frank


Models, Textures and Games from Dexsoft
Re: female game character [Re: Machinery_Frank] #83885
07/31/06 06:59
07/31/06 06:59
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
I like it add some details to the head, like glasses or something. But I quess ye'll do it later on. looking forward onto this =D


"Yesterday was once today's tomorrow."
Re: female game character [Re: Inestical] #83886
07/31/06 07:07
07/31/06 07:07
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
Good proportions !
The only things i see : you can remove some consequent number of unecessary vertex .

And for bending knees and shoulders it's 2 or 3 edges outdoor and only one
in the bending area, someone had already posted a gif about that : )

Good work , now you could just like i said optimize it

Re: female game character [Re: TheExpert] #83887
07/31/06 07:53
07/31/06 07:53
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
ThExpert: You will lose volume with this technique when you animate the model later on. Your technique leads to less polygons without doubt but the bending objects will get thinner while bending.


Models, Textures and Games from Dexsoft
Re: female game character [Re: Machinery_Frank] #83888
07/31/06 09:25
07/31/06 09:25
Joined: Jan 2004
Posts: 2,013
The Netherlands
E
Excessus Offline
Expert
Excessus  Offline
Expert
E

Joined: Jan 2004
Posts: 2,013
The Netherlands
Nice model, frank. Here are some things I liked and disliked:

-Good proportions.
-Good face texture
-Very bad topology. When you look at the body, arms, legs, you can see that you created a box or cylinder and just pushed some vertices in and out to get the right shape. Try cutting lines that follow the muscle flow.
-Waste of texture space. You unwrapped it very nicely, with all the parts on different places but you are not making use of that. Either map everything except head and hands and shoes on a small part of the skin and rely on the engine to shade it (works well when normalmapped) or add details to the skin.

Re: female game character [Re: Excessus] #83889
07/31/06 09:32
07/31/06 09:32
Joined: Jul 2006
Posts: 55
Yes, I speak English.
MJR_Corp Offline
Junior Member
MJR_Corp  Offline
Junior Member

Joined: Jul 2006
Posts: 55
Yes, I speak English.
I like it, its good. Especially the head, some hard work went into that.
Needs a few finishing touches though


It's always darkest before dawn. So if you're going to steal your neighbour's newspaper, that's the time to do it.
Re: female game character [Re: Excessus] #83890
07/31/06 09:44
07/31/06 09:44
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Thanks for the comments. I will look into this.

By the way: I did not create any of this from a cylinder. I started with a simple box (cube) and shaped the head out of it. Then I extruded everything from this one.

The legs have some muscles in the lower leg and upper leg and the lower arm and upper arm is differently shaped. Maybe you cannot see this in the small image.

I think you are right with polygon flow. I could use more loops (e.g. in the stomach area) and more special shaped lines to define muscles.

But I am here at 3000 polies and I want to add bags and a headset. So I stopped it though I really would like to add muscles even to a female. I love that. But this time it will be better painted or will come later with the normal map that will be created from a way more dense model.

I did not understand your comment concerning uv-mapping. How do you know the use of it? I still do not use it because I have no textures applied so far. I finished the uv-map yesterday late night.
I did not use mirroring because it was a main point of critics in my last model here in this forum. The other reason is normalmapping. As far as I read in some articles it can lead to problems with normalmapping when you use mirrored uv-parts.
Some empty spaces in the uv-map are for purpose. I still have to map a few bags and a headset.


Models, Textures and Games from Dexsoft
Re: female game character [Re: Machinery_Frank] #83891
07/31/06 09:58
07/31/06 09:58
Joined: Jan 2004
Posts: 2,013
The Netherlands
E
Excessus Offline
Expert
Excessus  Offline
Expert
E

Joined: Jan 2004
Posts: 2,013
The Netherlands
A better meshflow doesn't necesarily mean more polygons. For example: http://img.photobucket.com/albums/v85/wheelchairninja/Model%20showcase/maleupdatewirefront.jpg(3012 faces) Now this model isn't perfect either but you can see how the lines are arranged (especially on the body) so they follow the features you want to highlight (muscles, wrinkles). I don't think you should change the whole model now because it would be alot of work but you might want to consider this for your next model(s).

About the skin, since the head is textured I thought the body is too. But if I understand you correctly it is just a single color material? If that's the case, forget my comment. I just thought you had unwrapped everything next to eachother but used a single color on the texture map which would be wastefull.

Re: female game character [Re: Excessus] #83892
07/31/06 10:11
07/31/06 10:11
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Thanks for this picture. This looks really helpful.

Yes. I wrote in my first post that I only used place-holder-materials. Final texture will have painted or photographed details. I am not sure about it. I will show the progress when texture is finished.


Models, Textures and Games from Dexsoft
Re: female game character [Re: Machinery_Frank] #83893
07/31/06 12:39
07/31/06 12:39
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline
Expert
NITRO777  Offline
Expert

Joined: Mar 2003
Posts: 3,010
analysis paralysis
Looks good Frank G,
Your UV map looks exceptionally well, as my maps all end up looking like h*ll.

Page 1 of 3 1 2 3

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1