charatcer WIP

Community Forums/Graphic Chat/charatcer WIP

Ruz(Posted 2004) [#1]
here is the WIP on the characters for my demo which seems to get less finished as I progrees.
but anyway the skinny guy is the main character and the fatman is one of the enemy grunts.
they are both about 1200 polys with a 256 texture for head and body.







.rIKmAN.(Posted 2004) [#2]
The skinny guys feet look wrong....the boot just seem far too fat!
Give the boots a little more difintion (imo), as his feet look like blobs at the mo.

Great work on the fat guy tho, very impressive!


gellyware(Posted 2004) [#3]
Very nice models and texturing Ruz! I think the feet add "character". Maybe what might be a little better is to make another area bigger for balance? I can see the hat being a lot bigger.


Ruz(Posted 2004) [#4]
actually I made the feet huge on purpose to give him some character, but might bring the size down a bit. realism doesn't always matter with this kind of character, but it seems people get a bit annoyed with huge feet for some reason
charles yeah i had an idea the hat might look better if the hat was bigger, thanks for pointing that out. i might give him a jester hat instead.
I suppose its all about creating nice silhouettes really


Shambler(Posted 2004) [#5]
I agree the feet do give character and both models show a certain artistic style which should bring atmosphere to the game.


skn3(Posted 2004) [#6]
Feet look great. So do the models.
Nice stuff :D


xmlspy(Posted 2004) [#7]
very good, fix the feet


ronbravo(Posted 2004) [#8]
That is damn good for 1200 polys. Very good that you kept the count very low. Keep up the good work.


Ruz(Posted 2004) [#9]
thanks for the comments guys. not sure if I should fix the feet now as opinions seem divided.
I normally work from other peoples concepts, so its hard to make them up myself.
Doing concept art so not one of my favourite things.

oops i lied. the body texture on the fat jester is a 512, but will come down to 256.


ashmantle(Posted 2004) [#10]
I think you should just tighten the middle of the boots, to clearly show where the "shin" ends and the foot begins..

other than that.. excellent models!! 10/10 from me!


Doggie(Posted 2004) [#11]
Looks good. Modeling low poly is probably about one
of the biggest challenges there is. You've succeeded
in getting your characters to show up in the models.
Nice work.


Ruz(Posted 2004) [#12]
ash mantle - I wil work on this some more soon.may just give his legs a real overhaul
Thanks doggie
your new dog is frightening. cool though


mearrin69(Posted 2004) [#13]
Wow. Very nice stuff...models and textures both. Nice design too. I guess I can't say they're 'original' since they look sort of historic but they're certainly not not your stereotypical game characters...
M


Ruz(Posted 2004) [#14]
Yeah i did get some of the costume reference from books. and they are far for original.
everyone in 3d does clowns, jesters and stuff, but i just like colourful graphics.


Ross C(Posted 2004) [#15]
Looks very cool. Nice texturing work!


big10p(Posted 2004) [#16]
Very nice work! Pics show characters in different poses so does this mean you've done the animation already?


Gabriel(Posted 2004) [#17]
I think they look great. I do agree with Ash though. The boots would look great if you drew them in where the shadow is ( just above the buckle. ) I like the size, just think they'd look better with a little definition there.

I'm a sucker for color too, and I love the blue and yellow stripey pants. Very cool.


Ruz(Posted 2004) [#18]
thinaks RossC
Hmm i agree Sybixsus the boots need working on will change them this week. i still have a few improvements to make overall.
yeah some people hate hideously bright colours but not me.

big10p - I have done a fair bit of the animation already
done walk, run, jump, die, hit, etc.
I will post some little. avi's tomorrow

Now if only I was good at coding.

Ideally i would like to work with someone and concentrate on my what i am good at, but everyone seems busy with their own stuff,damn.
very selfish of them .


jfk EO-11110(Posted 2004) [#19]
great work - as usual :)


PetBom(Posted 2004) [#20]
Really sweet!

I really like the 'fat' ( or should I say obese ) guy. He's really got a lot of character. Again I realise it's the small the details that does it. The subtle backward lean of the gait, slightly pulled back shoulders and his face gives him the pompus style that (i guess) he should have.

Nice work! Can't wait to see an animation!

//PetBom


Caff(Posted 2004) [#21]
Very nice. I would just the say the face texture on the skinny dude looks a bit 'pinched'. And maybe chuck another few polys around the belt buckle on the fat dude.


Ruz(Posted 2004) [#22]
thnaks jfk

Petbom. actually the reason his shoulders are pulled back , is so that when he walks, the weight of his large stomach is balanced , not so much to make him look aloof.though he is meant to look slightly menacing.

caff I wanted him to look slightly unwell, since this is a medieval character and I wanted to make him a little edgier, hence the cheekbones are slightly sunken .

could stick a few belt polys on the fat dude, might make it look less 'flat'.just trying to keep the poly count to a minimum.


PetBom(Posted 2004) [#23]
Menacing and Pompus! Now there's a combination that is hard to beat :)

//PetBom


Ruz(Posted 2004) [#24]
sounds like your average art director


scribbla(Posted 2004) [#25]
beautiful texturing


Ruz(Posted 2004) [#26]
cheers tiler , like your sig.


Algo(Posted 2004) [#27]
Nice work Ruz. Are you close to releasing a demo?

That fat bloke's belly had better wobble about when he runs.


Ruz(Posted 2004) [#28]
he he I am working on it. i will stick a few extra bones in his belly to acheive this.
the jester hat moves about and there will be a jester 'bell' sound also.

Re my demo i am making steady progress, though I have to replace some models which I am unhappy with.

at present you can fight the jester by puncing him and he can punch you. whe he dies he does a dying sequence , which looks ok.

I have a butterly in my level too but he has no AI yet

you can also collect diamonds and open a door( hmm exciting)

also i am trying to make a simple light editor but am bit stuck on the save to file bit.
i am saving my 8 dx lights to text file, but only the first one is being saved 8 times.


Algo(Posted 2004) [#29]
Nice idea about the bells, so you can hear him comming.

What'd be funny and more realistic would be if he could only run in spurts before having to stop and catch his breath.

If you want any help with the light editor, drop me an email.


Ruz(Posted 2004) [#30]
yeh I might have it so the bells ring every footstep which is not too hard to do. at present the only runs if he is a certain distance from you

algo re the light editor, that would be great
i got it working kind of ie you can drop lights anywhere, then adjust the position, but saving them has become difficult in that I don't quite undertand what I am doing
perhaps I can email you the code so far.


Psionic(Posted 2004) [#31]
Great stuff there Ruz, Modelling looks "very" efficient and skins look great!!


Rob Farley(Posted 2004) [#32]
Ruz, check out droplet on my site for placing entities around a level and saving it out.

Also, I really wouldn't use more than a couple of DX lights otherwise you're going to hit serious frame rate issues.


Ruz(Posted 2004) [#33]
cheers Psionic

actually rob I need to wait for droplet 2 to come out before I can use it how I want.hopefully that will happen soon.
the only thing stopping me from really getting in to my project is the lack of an editor.

I used 8 lights in my scene ie the maximum and the frame rate only dropped a little. i would not normally use them but now we have multiply x2 I can get great looking lighting with just the standard lights.

I don't understand this 8 light limit. unreal tournament is based on directx 5 and you have have as many lights as you want.


Rob Farley(Posted 2004) [#34]
They aren't lights Ruz. They're just flare sprites and lightmaps.

I did a thing a while back that took the 2 'lights' nearest your character and placed dx lights where they were and coloured them according. This lit the characters really well. Other people pick up the colour of the lightmap under the character.


Ruz(Posted 2004) [#35]
ahh i see, looked nice though.


Algo(Posted 2004) [#36]
Ruz, feel free to email your code to zen25248@... and I'll see if I can help.


Ruz(Posted 2004) [#37]
thanks for that Algo , works perfect.With a bit of alteration I can make it to a tree placement tool or whatever.


Ruz(Posted 2004) [#38]
sure noel, will do it tomorrow.
yeah i need to add some more detail. this is the just the blocking out colours stage. there might be quite few changes still.
still not very happy with the skinny guy,i will ponder on him some more soon

I am more concerned about geting my environment sorted out at the moment.