Yea, looking good. Cant wait to see how the model comes along.
I use Maya primarily, used Max slightly. Basically, they are all the same, the main difference just comes in the User Interface. From what I have seen and read about Blender on other CG sites, it is just another application as Max or Maya. Now Mudbox on the other hand, I believe is more in the realm of Zbrush, for high res modeling and texturing.
@sixen
Yay, I checked out that thread. I mainly got is was an exporter type item they were working on rather than a complete one. In the end I was more or less letting them finish what programmers do until I bugged them about art stuff, hence asking Kanaru. Yet, even after looking at that thread for days and seeing "out of game" shots, only now did I realize I could have just asked them based just off of the models they were showing.
Got that getting into the beta part worked out. :)
I haven't heard of anything really remarkable with Blender.
Here's that might change you mind (or not).
I think that part of the reason major companies do not use Blender is simply because it has had less exposure than 3ds Max. As for performance, the new 2.50 overhaul of Blender, once it's complete, should bring the program much closer to 3ds Max in terms of speed. Regardless, both programs are useless without artistic skill anyways...
I want changeable clothing (like in WoW for example), but I'm unsure how I'm going to do it. I'd like different meshes for the clothing, but I don't know how I'm going to have that attached to the same bones as just the body, which probably rules out having it as attachment points.
In WoW, all the geometry for armor is on the same model, but different geosets are hidden. If that's possible with the editor I'd like to do that. For now I'm not sure what I'm going to do for the character models after texturing and maybe animating. In the meantime I'll probably be making doodads, weapons, etc.
On a side note, each model is roughly 4000 polygons.
I want changeable clothing (like in WoW for example), but I'm unsure how I'm going to do it. I'd like different meshes for the clothing, but I don't know how I'm going to have that attached to the same bones as just the body, which probably rules out having it as attachment points.
I'm no programmer but I suppose you can code it so that all polys controlled by X bone are replaced by the ones of the new equipped model, anyway, that's what comes to mind =/
Wow, very very nice work on the models, and that concept art looks beautiful. Their features convey a lot of character. :D
I hope you will take it as a sign of how much I am impressed by these, that I made an account just so I could congratulate you on great work. :)
Though also to ask, what type/genre of project is this going to be?
Is it going to be Singleplayer or Multiplayer?
And most importantly, are you more concerned with telling a compelling story with rounded characters, or with enjoyable, and unique gameplay.
Of course they are both very important, but which takes priority for you on this map. I have often found that multiplayer maps can lack greatly in the story area, depending on how it is implemented.
Wow, very very nice work on the models, and that concept art looks beautiful. Their features convey a lot of character. :D
I hope you will take it as a sign of how much I am impressed by these, that I made an account just so I could congratulate you on great work. :)
Though also to ask, what type/genre of project is this going to be?
Is it going to be Singleplayer or Multiplayer?
And most importantly, are you more concerned with telling a compelling story with rounded characters, or with enjoyable, and unique gameplay.
Of course they are both very important, but which takes priority for you on this map. I have often found that multiplayer maps can lack greatly in the story area, depending on how it is implemented.
Thank you very much. What I would currently like to do is have a singleplayer and multiplayer mode. I am definitely going to have a compelling story for single player, but I am unsure if I want to make multiplayer a co-op kind of thing or something separate like PvP.
I have a pretty good idea on the story so far, but I'm still coming up with stuff.
However I'd like to add that I plan to have a pretty unique gameplay style, though I suppose the game would be considered an RPG. Having played with the editor, it seems like the basic things I would like to do are possible, but of course difficult.
I had been planning to basically pour all my efforts into an extensive story-strong RPG for Starcraft 2, which I had some ideas for, but seeing this great concept art and WIP models, I would much rather join you in making this RPG than start my own.
You seem to have some great ideas, and are skilled with modelling/art. Custom models are key to making good characters the players can believe in. :)
Judging from your Concept Art, you will be having some militaristic themes?
I had been planning to basically pour all my efforts into an extensive story-strong RPG for Starcraft 2, which I had some ideas for, but seeing this great concept art and WIP models, I would much rather join you in making this RPG than start my own.
You seem to have some great ideas, and are skilled with modelling/art. Custom models are key to making good characters the players can believe in. :)
Judging from your Concept Art, you will be having some militaristic themes?
Yup, it's going to involve quite a bit of military.
For now I'm unsure about forming a team. I'm not ruling out any possibility of getting people to help in the future, but for the time being it will be independent. When I get a good foundation and if I feel it's the right thing to do, I'll start forming a team, and I will definitely be sure to contact you.
I don't quite understand how I don't know how to texture just because his skin hue is different than you think it should be. I don't exactly want a huge amount of contrast with the texture when the lighting will do be responsible for much of it as well.
Thank you for the criticism, but you did not have to be rude.
I wouldn't take what he says too seriously to be honest. Painting a picture of a texture is much easier than applying it via UVmaps without reference sources. In fact, the majority of face texturing in modern video games use face capturing to get their textures, doing a texture by hand is a very difficult task when it comes to faces. For doing so and having it look the way it looks, you did a very good job.
Having said that, I think the skin color is what puts me off most. Right now it feels very yellow and you should be going for a creamier look, try adjusting the hue / saturation to get a lighter peachier color. Something about the eye size is bothering me but I don't know exactly what it is that's getting at me.
Very good model though, hope to see more updates in the future. =)
Edit: As for changeable clothing, the safest way to do that would be through both textures and attaching new meshes to the body. For example, a tight shirt / tabard in WoW is often times handled with just a texture, but parts of armor / clothing that are lose and or bulky, for example : shoulder pads, the bottom part of tabards, cloaks, weaponry, boots, some gloves. Those are handled by means of meshes applied to the body mesh which is also animated accordingly. (Or I always presumed that was their method.)
Keep in mind it depends on the artistic style you are going for, but often times the textures used for human faces are sampled off of multiple photographs @ different angles.
In the case of L4D2, textures were even sometimes sampled from every day objects for skin. (Potato skins were used for darker zombies, House insulation was used for lighter skinned zombies.)
Thanks Kanaru! I downloaded Gmax and it seems to work. I'll see if I can't come up with some interesting things.
Yea, looking good. Cant wait to see how the model comes along.
I use Maya primarily, used Max slightly. Basically, they are all the same, the main difference just comes in the User Interface. From what I have seen and read about Blender on other CG sites, it is just another application as Max or Maya. Now Mudbox on the other hand, I believe is more in the realm of Zbrush, for high res modeling and texturing.
@sixen Yay, I checked out that thread. I mainly got is was an exporter type item they were working on rather than a complete one. In the end I was more or less letting them finish what programmers do until I bugged them about art stuff, hence asking Kanaru. Yet, even after looking at that thread for days and seeing "out of game" shots, only now did I realize I could have just asked them based just off of the models they were showing.
Got that getting into the beta part worked out. :)
mudbox and zbrush are for sculpting and make your texturing life easier.
Here's that might change you mind (or not).
I think that part of the reason major companies do not use Blender is simply because it has had less exposure than 3ds Max. As for performance, the new 2.50 overhaul of Blender, once it's complete, should bring the program much closer to 3ds Max in terms of speed. Regardless, both programs are useless without artistic skill anyways...
Update.
I want changeable clothing (like in WoW for example), but I'm unsure how I'm going to do it. I'd like different meshes for the clothing, but I don't know how I'm going to have that attached to the same bones as just the body, which probably rules out having it as attachment points.
In WoW, all the geometry for armor is on the same model, but different geosets are hidden. If that's possible with the editor I'd like to do that. For now I'm not sure what I'm going to do for the character models after texturing and maybe animating. In the meantime I'll probably be making doodads, weapons, etc.
On a side note, each model is roughly 4000 polygons.
I'm no programmer but I suppose you can code it so that all polys controlled by X bone are replaced by the ones of the new equipped model, anyway, that's what comes to mind =/
Nice model! :D
Looks really nice comparing to blizz models what have about the same amount of poly.
Wow, very very nice work on the models, and that concept art looks beautiful. Their features convey a lot of character. :D
I hope you will take it as a sign of how much I am impressed by these, that I made an account just so I could congratulate you on great work. :)
Though also to ask, what type/genre of project is this going to be?
Is it going to be Singleplayer or Multiplayer?
And most importantly, are you more concerned with telling a compelling story with rounded characters, or with enjoyable, and unique gameplay.
Of course they are both very important, but which takes priority for you on this map. I have often found that multiplayer maps can lack greatly in the story area, depending on how it is implemented.
Thank you very much. What I would currently like to do is have a singleplayer and multiplayer mode. I am definitely going to have a compelling story for single player, but I am unsure if I want to make multiplayer a co-op kind of thing or something separate like PvP.
I have a pretty good idea on the story so far, but I'm still coming up with stuff.
However I'd like to add that I plan to have a pretty unique gameplay style, though I suppose the game would be considered an RPG. Having played with the editor, it seems like the basic things I would like to do are possible, but of course difficult.
Are you, looking for any help?
I had been planning to basically pour all my efforts into an extensive story-strong RPG for Starcraft 2, which I had some ideas for, but seeing this great concept art and WIP models, I would much rather join you in making this RPG than start my own.
You seem to have some great ideas, and are skilled with modelling/art. Custom models are key to making good characters the players can believe in. :)
Judging from your Concept Art, you will be having some militaristic themes?
Yup, it's going to involve quite a bit of military.
For now I'm unsure about forming a team. I'm not ruling out any possibility of getting people to help in the future, but for the time being it will be independent. When I get a good foundation and if I feel it's the right thing to do, I'll start forming a team, and I will definitely be sure to contact you.
:(
You sure? Cause really, what I am interested in helping with, is mainly, story/plot, world/lore/tone/mood/music, characters, and cinematics. And perhaps terrain, since that is probably my forté.
What do you consider is a good foundation?
I'm not suggesting forming a whole team, just me :P
But whatever happens, I would be glad if you contacted me when you are ready, and I am looking forward to seeing this game. :D
Learn to texture plz
Please excuse my painting with a mouse.
@zwd: Go
You did not have to be rude.
I don't quite understand how I don't know how to texture just because his skin hue is different than you think it should be. I don't exactly want a huge amount of contrast with the texture when the lighting will do be responsible for much of it as well.
I wouldn't take what he says too seriously to be honest. Painting a picture of a texture is much easier than applying it via UVmaps without reference sources. In fact, the majority of face texturing in modern video games use face capturing to get their textures, doing a texture by hand is a very difficult task when it comes to faces. For doing so and having it look the way it looks, you did a very good job.
Having said that, I think the skin color is what puts me off most. Right now it feels very yellow and you should be going for a creamier look, try adjusting the hue / saturation to get a lighter peachier color. Something about the eye size is bothering me but I don't know exactly what it is that's getting at me.
Very good model though, hope to see more updates in the future. =)
Edit: As for changeable clothing, the safest way to do that would be through both textures and attaching new meshes to the body. For example, a tight shirt / tabard in WoW is often times handled with just a texture, but parts of armor / clothing that are lose and or bulky, for example : shoulder pads, the bottom part of tabards, cloaks, weaponry, boots, some gloves. Those are handled by means of meshes applied to the body mesh which is also animated accordingly. (Or I always presumed that was their method.)
I probably should of just listed everything that was wrong with it. I do 3D modeling/texturing/rendering/everything
Human skin is made up of more than just "peach" there's reds, blues, and yellows in it too.
the eyes are way to small
eyebrows are just weird
Don't work on the details until everything else looks right
the lips color is off
I dunno whats going on with the mouth (AO?) but its way too dark.
There's a lot of form and shape details I hinted on in the painting that need to be fixed/tweaked.
the face needs to be relaxed and emotionless for proper rigging and animation.
You don't want to paint too much lighting into the texture, unless its really low poly and lighting limited.
Yeah I made the lighting stronger by mistake when messing with the hues/saturation/lightness/contrast with photoshop
Hahaha, what up Zack!? I see you're making a name for yourself on an all new forum ;)
Aye Crazy, yeah, I guess I'm still used to giving out harsh critiques... :P
I wouldn't say the majority. Here's some nice done heads http://features.cgsociety.org/newgallerycrits/g90/144290/144290_1258830272_large.jpg
I'm sure they used references. http://features.cgsociety.org/story_custom.php?story_id=5448&page=2
Keep in mind it depends on the artistic style you are going for, but often times the textures used for human faces are sampled off of multiple photographs @ different angles.
In the case of L4D2, textures were even sometimes sampled from every day objects for skin. (Potato skins were used for darker zombies, House insulation was used for lighter skinned zombies.)