Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Model of a boy, for my game.

Author
Message
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 9th Apr 2006 01:28 Edited at: 22nd Apr 2006 07:40
Ive been working on a game for about a year now, it is a survival horror game based on a storyline that I wrote, and my friend helped me compile it with big descriptive words . The main character is a 9-10 year old boy, and he will be wielding a 357 magnum, along with many other un childish weapons. I cant wait. Anywho, this is my progress on his character model.

EDIT: Ive completed the texture...




The legs are a bit long, for stylization. Its not going to be a really realistis looking game with the people and such, more manga style if anything. But its going to mix with a film noir sepia toned environment to make a very unique feel i hope.

Comments Constructive critiscism and suggestions accepted

EDIT: He is wearing a school boy uniform, so the pants are a little short , he will have long socks and a v neck sweater vest on with a long sleeve white dress shirt underneath. His hair is in the works.

formerly KrazyJimmy

I'm the lizard king, I can do anything.
DB newbie
19
Years of Service
User Offline
Joined: 13th Nov 2005
Location: um..... i dont remember.
Posted: 9th Apr 2006 04:19
nice

visit my site (unfinished)
www.freewebs.com/dbnewbie
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 9th Apr 2006 12:55
Ah yes I remember you saying something about it before, nice model, you captured that anime look well. As for crit, to me at the moment looks how he is supposed to


K I changed my name into a famous Samurai, but meh! Seppuku got boring after a while
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 9th Apr 2006 19:39
Heres an update. I duped him after fixing some minor nagging things that you guys probably wouldnt have noticed... haha what can i say im pretty anal about everything being spick n span. I also like for my models to be "water tight" as ben mathis puts it. Normals showing gives me chills....



Next to add the hair. Ill post some concept art of the boy in a little while.

formerly KrazyJimmy

Denn, du bist was du isst, und ihr wisst, was es ist.
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 9th Apr 2006 19:51
Ok sorry for double post. Heres the concept art, so you can get the feel of the game.



formerly KrazyJimmy

Denn, du bist was du isst, und ihr wisst, was es ist.
Mucky Muck Ninja
21
Years of Service
User Offline
Joined: 4th Sep 2003
Location: im not entirely sure
Posted: 9th Apr 2006 19:54
Lol thats scary looking, looks like you've followed the concept pretty well, although the face looks a little less round in 3d than in the concept.

"It is a mistake to think you can solve any major problems just with potatoes."
~ Douglas Adams
http://masterchief54924.deviantart.com/
RUCCUS
19
Years of Service
User Offline
Joined: 11th Dec 2004
Location: Canada
Posted: 9th Apr 2006 20:10
Those shorts look VERY uncomfortable But the model looks awesome either way. Goodjob (closest thing to a thumbs-up I could find )

Evil Booger
19
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: My evil lair
Posted: 11th Apr 2006 23:33
nice

boogers will take over the world
Black Mesa
18
Years of Service
User Offline
Joined: 25th Mar 2006
Location:
Posted: 12th Apr 2006 00:58
Nice job. What program is that?
Mucky Muck Ninja
21
Years of Service
User Offline
Joined: 4th Sep 2003
Location: im not entirely sure
Posted: 12th Apr 2006 02:00
Thats Blender 3d.

"It is a mistake to think you can solve any major problems just with potatoes."
~ Douglas Adams
http://masterchief54924.deviantart.com/
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 12th Apr 2006 03:59
Yea me and ooga and greelig are forever blender heads. Cant get enough of it and I learn another command it has every day... so much stuff in one proggy!

formerly KrazyJimmy

Denn, du bist was du isst, und ihr wisst, was es ist.
greenlig
21
Years of Service
User Offline
Joined: 30th Aug 2003
Location: Melbourne
Posted: 12th Apr 2006 07:41
very nice model there Oddmind. I really like how you handle your character models and I take a leaf out of your book

When i saw the pink vertex points on that image it made me go all fuzzy inside...

Lol, nice model, cant wait to see it textured. Do you use the LCSM unwrapping inside blender? I love it!

Regards,

greenlig

Aust. Convention...get there!! http://forum.thegamecreators.com/?m=forum_view&t=38799&b=2&p=1
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 12th Apr 2006 14:46
Looking at the concept, the kid would suit perfectly with a creepy british kid's accent, not a scouser or anything by more RP, except the problem is where are you going to find someone with that kind of accent other than a private school in England


K I changed my name into a famous Samurai, but meh! Seppuku got boring after a while
Manic
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 12th Apr 2006 15:37
aie! he looks a bit emo from the concept!

the crotch looks odd, the bit in the middle should come down a bit more. and i think you should sculpt the knees into a more knee like shape.

nice work, and nice concept

I don't have a sig, live with it.
greenlig
21
Years of Service
User Offline
Joined: 30th Aug 2003
Location: Melbourne
Posted: 13th Apr 2006 05:35
lol, yer, give him a massive package just for laughs eh? lol.

Aust. Convention...get there!! http://forum.thegamecreators.com/?m=forum_view&t=38799&b=2&p=1
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 13th Apr 2006 05:39
Ha! Thanks so much Greenlig, I admire your work a ton. Nothing but blender can express my thoughts to their 3d extent. I like LSCM but usually I end up locking into front view and using map "from window" for the front and the back of each limb and connecting them in the port. I just havent had good enough practice with the LSCM but I LOVE Blenders UV mapper... Wont ever use anything else.

Musashi: I was actually talking to Jonny about making the kid German! Hahaha. I grew up around alot of actors so my british accent aint so bad! Also thats one of the reasons I dont talk like a redneck.

Manic : Your right about the haircut I still like it. I havent sculpted the hair yet, as I'm not sure if im even keeping that head. I have since fixed the crotch problem by welding those two at the bottom and deleting the middle face. It looks alot better. About the knees, Im not sure i have enough polys to do that... Im sure i can fix em up, but im no kneeologist so Im not sure what they will look like whilst animating , Ill give em a whack (mafia style).

Also I got time to color in the drawing today in class. We are fortunate to have Photoshop CS2 (for "Winders" XP of course). Im not sure if many of you noticed the blood spatter on his clothes before...



formerly KrazyJimmy

Denn, du bist was du isst, und ihr wisst, was es ist.
greenlig
21
Years of Service
User Offline
Joined: 30th Aug 2003
Location: Melbourne
Posted: 13th Apr 2006 05:52
thats a really cool concept you have oddmind. Will the blood be all over the face?

Aust. Convention...get there!! http://forum.thegamecreators.com/?m=forum_view&t=38799&b=2&p=1
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 13th Apr 2006 05:59
Oh im not going to texture him like that . Ill have to figure out how to code that into the engine though for sure! Any ideas on how to do that? Im taking suggestions

formerly KrazyJimmy

Denn, du bist was du isst, und ihr wisst, was es ist.
greenlig
21
Years of Service
User Offline
Joined: 30th Aug 2003
Location: Melbourne
Posted: 13th Apr 2006 06:06
lol, i generally suck at coding. Im not too flashy, but if your looking for suggestions.....i couldnt give any

lol

Aust. Convention...get there!! http://forum.thegamecreators.com/?m=forum_view&t=38799&b=2&p=1
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 13th Apr 2006 12:52
Quote: "Musashi: I was actually talking to Jonny about making the kid German! Hahaha. I grew up around alot of actors so my british accent aint so bad! Also thats one of the reasons I dont talk like a redneck."


Kewl, little evil British dude or little evil german dude, doesn't matter, they both play well for sadism, just as long you don't use the german kid having a hissy fit in geek culture

Plus I suck at coding, so I have no idea, however I could suggest making a second texture with it on to apply when its need, so you'd have 2 of the same texture, one bloody, one clean


K I changed my name into a famous Samurai, but meh! Seppuku got boring after a while
koolaid 2764
21
Years of Service
User Offline
Joined: 30th Sep 2003
Location: Atlanta, Georgia
Posted: 14th Apr 2006 00:12
Oddmind where in atlanta do you live. Im also here in Atlanta, its surprising all the people popping up here and there from Atlanta. I go to the Art institute.

P4 3.2GHZ | 512MB ram | Geforce 5200 256MB | WinXP
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 14th Apr 2006 03:19
awesome! Im thinking about going there.

I live in marietta near canton rd and barrett pkwy. Pretty close to town center mall i guess.

formerly KrazyJimmy

Denn, du bist was du isst, und ihr wisst, was es ist.
code master
20
Years of Service
User Offline
Joined: 4th Dec 2003
Location: Illinois
Posted: 14th Apr 2006 05:00
U want suggestions? I have suggestions ! If you want blood on him when he is hit by a bullet, you could get the normal of the face that a bullet collided with, then align the normal of a blood-textured plane. Or, simpler(LOL, is that even a word?), position a plain at the bullet collision point, and make it a limb of your character. Or, if you wanna get complex, make a blood-textured plain, position it at the bullet source, (IE: enmeys gun barrel) point at it your character, then move each vertex till it collides with the character. This would make it kinda 'wrap' to the surface of the dude. Enough ideas for you?

"I don't bite her, i just slobber on her" "I remember things as well as a retarded goldfish, who just swam through the chicago river"

Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 14th Apr 2006 05:06
, yea! Although I'm not sure about keeping blood on him throughout the game. How would it get off? Only one of his enemys are going to have a gun. I think maybe Ill keep a good blood particle effect at the point of collision but I dont want to get real complicated, seeing as the atmosphere is going to be pretty dark and you wont even see the front of him as often as some games.

Im going to have to figure out how to code a blood spray from any point on his body... How do I go about doing that I wonder?

formerly KrazyJimmy

Denn, du bist was du isst, und ihr wisst, was es ist.
RUCCUS
19
Years of Service
User Offline
Joined: 11th Dec 2004
Location: Canada
Posted: 14th Apr 2006 05:10
Another approach...

If you've got a fairly understandable UV map (maybe a planar map might work best) of the kid, then basically what you do is detect the normal the bullet hit, create a plain with the object's UV Map on it, and begin drawing red pixels from the coordinate the user got shot from outward. Each time you add a new pixel (or maybe every 10 pixels to reduce lag), grab the image and set it to the object's texture. Using this method would allow you to make the blood slowly start pooring out and spreading over his clothes depending on how you programmed it.

Lookin good so far.

code master
20
Years of Service
User Offline
Joined: 4th Dec 2003
Location: Illinois
Posted: 14th Apr 2006 05:17
Excellent idea Ruccus! I love it.

"I don't bite her, i just slobber on her" "I remember things as well as a retarded goldfish, who just swam through the chicago river"

Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 14th Apr 2006 05:37 Edited at: 14th Apr 2006 05:51
ha! Awesome!

It will take some expert coding, some duct tape, spit and elbow grease but if i get this blood thing working it will be cruising from there.

EDIT: Switched up my avitar

formerly KrazyJimmy

Denn, du bist was du isst, und ihr wisst, was es ist.
John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 14th Apr 2006 06:12
The technique Ruccus mentioned would work, although I'm not too sure if it would have to use a 3D Textured Plain. You could just use 2D and use GET IMAGE to save the new image and retexture the object. It would be a very fun experiment to try, I'll have to give it a go this vacation


Join Our Forums and get game updates faster!
RUCCUS
19
Years of Service
User Offline
Joined: 11th Dec 2004
Location: Canada
Posted: 15th Apr 2006 20:10 Edited at: 15th Apr 2006 20:13
Hehe, imagine if you made black spots where the user was shot on both sides of his body, and then used alpha mapping to make the black spots invisible. He'd have holes everywhere xD

<EDIT>

@RP yeah I dunno why I said use a plain 2D would be simpler, Im just used to thinking in 3D I guess

Aaron
19
Years of Service
User Offline
Joined: 31st Dec 2004
Location: Kentucky
Posted: 16th Apr 2006 18:21
nice man.. looks alike like all u need is hair and texter

Modelen Skills "alright"
Mr Anderson
21
Years of Service
User Offline
Joined: 14th Oct 2003
Location: NYC
Posted: 16th Apr 2006 23:54 Edited at: 17th Apr 2006 00:03
Hey. Great model and cool concept art. Any more? Is there a website yet?

If you are going to animate that model with bones/skinning etc, you might want to add some more edge loops at the joints (elbow, knees, shoulders) to avoid pinching geometry when he bends anything. Looks like he might be in enough pain!

I understand that you want to keep gemotry low for games, but even the cheapest game cards (ie the Nvidia 5200 FX card using AGP 8x -128mb) specs state they can process 63 million raw vertices, and that's supposed to be like 21mil triangles.

Yeah but everyone knows after adding all the textures and effects we can assume something much less like 850,000 triangles. That's still pretty good, aye?

Cheers

IDIC (Infinite Diversity Infinite Combinations)
RUCCUS
19
Years of Service
User Offline
Joined: 11th Dec 2004
Location: Canada
Posted: 17th Apr 2006 00:03
They state they can process them, but they dont say how fast

Mr Anderson
21
Years of Service
User Offline
Joined: 14th Oct 2003
Location: NYC
Posted: 17th Apr 2006 00:08 Edited at: 17th Apr 2006 00:09
Yeah that's very true, usually it means per clock cycle, and then that doesn't take into account all the stuff, and cpu power and if it is a sunny day, and whether your little kid sister got a present from the tooth fair etc.

So yeah, lets just say way better than Playstation One performance (probably 1.5x or more)! - hey they did great things with that platform.

Ok I'm off to watch ST:TNG

IDIC (Infinite Diversity Infinite Combinations)
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 17th Apr 2006 01:24
thanks for the compliments. I have a bunch of work done, but its mostly in concept, story, level and character design and not alot actually coded yet. I am looking to get a website for it once it gets off the ground.

About the extra verts they are not needed. I built my model with animation in mind, and have experience doin this. It animates fine with the loops that are already there. Again I started making models for Quake II, then got into game development with dark basic.

Also I have a laptop with integrated graphics, my game will have to run on this system fairly well before I'm satisfied.

formerly KrazyJimmy

Denn, du bist was du isst, und ihr wisst, was es ist.
Mr Anderson
21
Years of Service
User Offline
Joined: 14th Oct 2003
Location: NYC
Posted: 17th Apr 2006 08:19
Geez, I watched TNG for the good part of the day, about 5 episodes. I guess a small marathon aye?

Anyhow, I do look forward to see where your project heads. Since you have a lot of artwork a website would be great.

Keep us all posted.

Cheers

IDIC (Infinite Diversity Infinite Combinations)
Death100
18
Years of Service
User Offline
Joined: 18th Feb 2006
Location: The underworld
Posted: 17th Apr 2006 11:46 Edited at: 17th Apr 2006 11:47
Are you going to animate it in blender?. If you are could you tell me how your going to export it?(With animation). I can't get my model to work =(

<img src="http://img115.imageshack.us/img115/9193/screenshot5qn.jpg"> EVIL....

Untitled Space Sim: 10%
Manic
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 17th Apr 2006 17:44
since we're all chipping in with "how to make em bleed", here's my 2 ideas;

1. on the UV map, make sure all the limbs have their own UV space, even seperate for parts normally mirrored, then have your base colour, a seperate blood image, and then another image that is used as a mask, then just blend the hit part of the model's texture to show some of the blood splat, that way there's no new polys added.

2. you could have a seperate UV level (as DBP now supports this) and use this to lay your blood onto. you'd have to have a very basic Quake style uv map for this, and would probably look a bit w*nk.


as for the knees, you don't need to add more polys, just sculpt them a bit more.

I don't have a sig, live with it.
Shadow Coderer
18
Years of Service
User Offline
Joined: 2nd Feb 2006
Location: UK
Posted: 17th Apr 2006 19:55
Im from england.... but my accent aint creepy and i dont go to a private school Nice model, except- his hips look a little fat whereas in your concept art they arent. still its up to you. tell me when your model features in the freaky british private school game i assume your gonna make.

"Holy Zombie Jesus"
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 17th Apr 2006 23:27
Its baby fat .

Im about to attatch the hair and texture this boy

formerly KrazyJimmy

Denn, du bist was du isst, und ihr wisst, was es ist.
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 22nd Apr 2006 07:40
Ok i know i said i was gonna take a break but it actually worked and got some stuff done. This is the texture for the bioy.



formerly KrazyJimmy

I'm the lizard king, I can do anything.
Mr Anderson
21
Years of Service
User Offline
Joined: 14th Oct 2003
Location: NYC
Posted: 22nd Apr 2006 08:13 Edited at: 22nd Apr 2006 08:16
Looks cool.

Could you throw a spotlight on him? I think my monitor reads him pretty dark.


::Installing Tomb Raider Legend:: ** hefty 7.6 Gigs

I'm assuming it is from very high res textures I will not me using, for I still have an AGP 8x setup, not pci-e

IDIC (Infinite Diversity Infinite Combinations)
Oddmind
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 22nd Apr 2006 17:02
yea it actually is a very dark texture. Ill try and set up a render in yafray or soemthin, im not very good at rendering.

formerly KrazyJimmy

I'm the lizard king, I can do anything.
Deadly Shadow
19
Years of Service
User Offline
Joined: 4th Dec 2004
Location: Oklahoma , USA
Posted: 25th Apr 2006 08:09
Kool

Don't tell me what to do. Thats My job.

Login to post a reply

Server time is: 2024-11-27 03:35:52
Your offset time is: 2024-11-27 03:35:52