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3 Dimensional Chat / character base mesh attempt

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Errant AI
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Posted: 26th Nov 2008 17:03 Edited at: 27th Nov 2008 19:03


Just thought I'd show one of my backburner projects I've been working on. This is my first proper attempt at a scratch-built character and I think it's turning out OK but I won't really know until it is rigged and animating. It's in this tomboy sort of pose now because that's the biped zero frame for FPSC animations.

Dead space in the texture is to be used for accessory/clothing like a shirt or glasses which can be changed/removed via alpha channel or if I later want to add in a mouth or something. The original hair was much cooler and current-gen-ish but alpha z-sorting was simply not complying in FPSC so I had to nix it. The butt will probably be remodeled a little bit. I originally has divisions in that panty shape to help me get the contior right and had planned to do UV mapping differently than what I ended up with. All in all, I'm happy with the UV layout because it's well suited to retexturing and "paper doll" wardrobe. All the UVs are unique, so no mirroring which is sort of a waste as-is but makes possible asymmetric tatoos or whatever. Other than where the neck meets the head and in the hair, it's relatively seamless.

I know there are some fan primitives, etc. but mostly it's quads and turbosmooths pretty well. At least for my needs. The edge loops on the face/brow sort of got screwed up when I did some optimization while attaching the current hair mesh but I can still eek out some basic expressions by tweaking the verts about though it's hardly intended for facial animation. It also works well with push modifier. I have some alternate body types tested on an earlier version but they need to be redone because I tweaked a lot of UVs getting this version to the state it's in.

Not really sure what I'm going to do about animation. I sort of want to make my animations but there are loads of them needed for FPSC and I'm not sure I can do better. I'd like to have some non-standard animations like basic melee or civilian type animations like sitting/typing or cowering in the fetal position. Maybe even a zombie transformation or something but I'm getting way ahead of myself now. First I need to figure out how to get the model (once skinned) to not sink into the floor LOL Guess I need to research a bit when I have time.

C+C welcome. Not sure when I'll have time to make further progress on this but it will be updated someday as I plan to use in my game.
The Next
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Posted: 26th Nov 2008 17:15 Edited at: 26th Nov 2008 17:17
Well done Errant another amazing model cant wait to see this in FPSC another one that im sure everyone will buy

A few things the face seems a bit distorted to me cheeks are to big and the nose is a weird shape but apart from that great


Animations can be done in character shop which isn't to much im suing that for my characters im making and works great in FPSC.



LOL attempt i think this is more than an attempt you succeeded by miles.

Errant AI
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Posted: 26th Nov 2008 18:35
Airslide also told me she had a weird face so I guess she does

Is it the mesh or texture making the cheeks look big? An earlier texture I had made them look long/giant. Maybe the jaw is narrow or something. I wanted it a little stylized but not flat-out bizarre.

I think I'll have to make a mini-build game so I can match the resolution to my aspect ratio.
Frankie Pawnage5
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Posted: 26th Nov 2008 19:57
Hey errant looks fantastic! great job!

BTW - I jsut sent you a e-mail a few minutes ago

dude if you really want a turkey sandwich, then make one, and make ham.sdaF?
Strelok
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Posted: 26th Nov 2008 20:07
Ha looks great ! The head does looks a little bit weird
But I just love how you textured it , it looks soo seamless and nice...

btw what size is the texture ? in fpsc it looks like a 2k ?

best

Somebody please give me a job...
Alucard94
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Location: Stockholm, Sweden.
Posted: 26th Nov 2008 20:51
Woah, you hid those seams well! Looks great, except for the obvious face "flatness" of the texture (Basically I think you should add some more shading onto the face).


Alucard94, the member of the future of the past.
Cyborg ART
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Posted: 26th Nov 2008 21:22
Looks good, but as the others said, the face looks out of shape
But I guess thats quit simple to fix.

And for some reason it feels like this womans name could be something like Olga, and taken rigth out of a James Bond movie

Keep it up! And maybe give her some clothing

Signature erased for being too cool.
Frankie Pawnage5
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Posted: 26th Nov 2008 22:00
Quote: "Keep it up! And maybe give her some clothing"

Now, BVG, Why would be do that?

dude if you really want a turkey sandwich, then make one, and make ham.sdaF?
The Next
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Posted: 26th Nov 2008 22:21
I think its the mesh that makes it that shape to the face seems to me that the texture is fine from the views youve given it looks like the mesh try moving the jaw back and the area under the eyes back a bit aswell

Errant AI
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Posted: 27th Nov 2008 02:55 Edited at: 27th Nov 2008 03:29


Here's two orthographic views of the head. Please feel free to scribble comments on it about how I can improve the face shape! I want her to be modestly stylized and attractive in a non cookie-cutter sort of way and also ethnically non-descript (she looks sort of Asian/Greek to me, at the moment).

The texture right now is also sort of a base format. Just mid-tones really. The plan is to have alternate layers for shadow-tones and highlights for different body types. Right now the texture foundation is mostly just the flesh color but with some very faint shading from doing turbosmooth and then render to texture put to a luminosity layer and then the painted in shading is all black on a soft light layer (set to about 60% in the pic) and a blurry duplicate of that same layer in pink/red. The face makeup is also it's own set of layers and the hair as well (have about six different colors). The idea being that it would be easier to make different skin tones this way without obvious colorizing artifacts. I was hoping to use shader for the highlights but I'm striking out finding a compatible .fx to use. The ones I've tried so far do a canned environment map type thing that gradiates intensity left to right which means total incompatibility with the UV orientation as-is.

Below is some images to better see where the seams are. (yeah the soles aof the fet are sort of strange but I wanted them flat to be able to put flip-flops/shower sandals or something.



edit: Correct, Strelok. The map is 2048x2048.
The Next
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Posted: 27th Nov 2008 16:58 Edited at: 27th Nov 2008 16:59
Image attached of a few small changes might think of mre later but try some of the ones i added on rather messy did it quick hope you can read it.



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Crav3
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Posted: 29th Nov 2008 01:35 Edited at: 29th Nov 2008 01:42
Very good detail for the poly count, Great work errant, I'd work on the texture a bit more, needs better skin variation,seems as though one set color, and it seems a little off. Also add some noise to it, and some wrinkles.

Quote: "Not sure when I'll have time to make further progress on this but it will be updated someday as I plan to use in my game. "

So your finally making a game?

Here this will help, it helped me a damn lot.

http://www.pig-brain.com/tut01/ap_facetut.pdf

Btw, her eyes are a little bulging. The pupil and such needs to be lowered because she looks like she is looking into the sky.
Great work and i hope to see more soon.[quote]

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