male character( for model pack)

Community Forums/Graphic Chat/male character( for model pack)

Ruz(Posted 2008) [#1]
yeah just started working on the model pack stuff i mentioned the other day. It started off as a fully normal mapped guy( in the right of the pic), but then i was thinking that i want people to be able to actually use it in blitz:)


So Then I repainted it by hand and I actually like the way its going, kind of FFantasy style( you might disagree)

any any suggestion for outfits , accessories would be welcome.
might be a while beforre I get the site up and running as I am finsihing off some contract stuff right now

tri count is around 5,000 right now and I may bring it down further.
There will a LOD version of this also, perhaps 2 and a Bone lod.


puki(Posted 2008) [#2]
Oh yeh, bring it on big-boy.

Keep-em coming.

I'd say you need to skin these based on who is going to buy them.

I normally only buy Fantasy/medieval characters.

Basically the stuff that would be in a game like Oblivion - Dark Messiah: Might and Magic.

Here is your rival over at The Games Creators (Dark Basic):
http://forum.thegamecreators.com/?m=forum_view&t=122864&b=24

There - now you know what your target is.

EDIT:
Another of his threads:
http://forum.thegamecreators.com/?m=forum_view&t=94697&b=3

Him and that "Jon Fletcher" are pretty good.


Ruz(Posted 2008) [#3]
cheers puki. hopefully i can make my stuff a bit unique so i don't have to compete in that sense. ta for the links though. the stuff is no too bad


puki(Posted 2008) [#4]
My standards are high.

His stuff obviously has the normal maps and stuff - hence the 'plastic' look which I don't need.


Ross C(Posted 2008) [#5]
The normal maps are fine btw. Useable in blitz, as there is ways to move the light source of a normalmap and control the lighting to some degree :o)

Looks amazing. Especially the texture work!

I'm guessing about 3500 - 4000 triangles in that character?


Ruz(Posted 2008) [#6]
yeah around 5000 tris in total including the hair and there will be teeth and tongue also.
tri count will be around 3000 for LOD1 and 750 tris for lod2.
yeah I think I will not bother will the normal maps for now. I can be much more creative that way and produce more stuff. i
donlt think it will look dated, just more stylised( hopefully)


Ross C(Posted 2008) [#7]
Ok, :o) Shouldn't be too hard to generate them from the texture, by heightmap method. Looking great though!


Ruz(Posted 2008) [#8]
yea what it is I don't think blitz has proper normal mapping and I think that ther will be a bigger audience for stuff that is hand painted, though I will have to do more resaearch on that.
just generating a height map from a diffuse texture looks pretty awful unlesss it is fine detail, like the weave in cloth or small belt buckles etc
but for muscles and faces it will looks a bit embossed and not very nice .


YellBellzDotCom(Posted 2008) [#9]
I have been trying to paint that same map for over a year, lol.

That is a great looking model and texture. What method do you use to make a 750tri LOD model from a 5000tri model?

Nice job.


Ross C(Posted 2008) [#10]
Normal maps do work in blitz though :o) And you can control the light source. It might not be 100% proper, but still looks impressive.


MCP(Posted 2008) [#11]
Great work Ruz. I do'nt think you need to worry about that other guy Puki mentioned :)

Cheers,

Roy


Gabriel(Posted 2008) [#12]
Seems like you're making life difficult for yourself if you're planning on making media only for the Blitz3D audience. I would have thought you'd want to market to all engines and tools, but that's up to you. Personally, I wouldn't be interested in character models without normal maps.

Anyway, for a pure diffuse model, it's very good, and does indeed have a FFX vibe to it.


Ruz(Posted 2008) [#13]
well not many indie game engines have normal mapping. yesh sure they have the potential for it, but most of the published games on garage games for example have only diffuse.
If I was making stuff for unreal engine yeah normal mapping is the way to go.
I may just do both, but that a lot of work.
time for a bit more research i think.


jfk EO-11110(Posted 2008) [#14]
Great work!


Mustang(Posted 2008) [#15]

yeah around 5000 tris in total including the hair and there will be teeth and tongue also.
tri count will be around 3000 for LOD1 and 750 tris for lod2.
yeah I think I will not bother will the normal maps for now.



Tri counts look very good - but teeth, tongue and separate toes? Bit too-detailed for most but might be good for barefoot fighting game. And of course with clothes you can delete toes etc and use those polys for boots etc. That way you have both "nude" and "clothed" model for sale if you want which is good.

No normal maps is very OK, if you target for hobbyists... and you can add those later always, you need to build up your sale catalog fast now and if normal maps slow you down, ditc them for now. And I like the panting style, almost photorealistic but not quite - which will be suitable for wide range of games and style.

And no matter what pll/some/TheOne says, normal maps in Blitz3D are implemented badly, they are NOT usable at all - speed is horrible and to get them show at all requires "tricks & stuff" bag of coding. And anyhting that requires that is not corretly done, too much trouble and should be thought as "nice try, no cigar". Other languages manage this better (properly) and you might want to add these maps to them later... maybe as a free upgrade or something?


just generating a height map from a diffuse texture looks pretty awful



YES. Normal maps need to be generated from hi-res geometry for the purpose they are meant for, unless they are mechanical textures when normal-maps-from-diffuse (or height/specular) works better. Doing them from diffuse maps for characters just doesn't work and makes the end result look worse.


Ruz(Posted 2008) [#16]
yeah i figured that some people might want to do an mmo style avatar where you swap in bits and pieces, so the guy with toes would appear in the main menu.
rarely would you want to use the naked dude in game as a character, if at all.
This is a base to put clothes and items on to.

In a way i am trying to develop my own character creation system, but in the short term wil try and knock some packs out.
yeah i decided to go the normal mapped route also. for those who need them, though i agree the are not useable in Blitz, But Blitzmax torque etc?

Good points though Mustang


Ross C(Posted 2008) [#17]
Normalmaps seem to be the worst (in blitz) when used on level geometry. IE, indoor cave. For things that only require a directional light, they are pretty handy though :o) Problem being though, your character models ends up looking out of place as it's lot more deatiled looking, so i guess your right about the normal maps in blitz.


Chad(Posted 2008) [#18]
I'm getting excited about this!

As long as it's not too fantasy-ish or midevil-ish they'll have a place in my project for sure!


Ruz(Posted 2008) [#19]
I am trying to avoid the cliche Chad:) . But yeah I have big plans for this.
I am working full time on a freelance contract right now,but am building stuff in my spare time.
The naked dude is taking all the time but is nearly done. The female is coming along quite nice.

The clothing items have been started also.
yeah Rossc i will try and have a price structure which pleases everyone.
The style I am going for will mean that you can discard the normal map and the diffuse texture will look nice too hopefully:)
will post some more screenies soon


Ross C(Posted 2008) [#20]
Personally, i think it look great the way it is. Your one of the best modellers i've seen on this forum.


_33(Posted 2008) [#21]
This looks really good! Pro stuff


Chad(Posted 2008) [#22]
Bump

Any new screenshots or work done?


Ruz(Posted 2008) [#23]
coming soon chad. I have been working away in Dundee all week


puki(Posted 2008) [#24]
You work for us now.


Ruz(Posted 2008) [#25]
LOL, resistance is futile


Ruz(Posted 2008) [#26]
little update. just sorting out my techniques




fredborg(Posted 2008) [#27]
Great work! Though he seems to be missing a bellybutton on the last image :)


Mustang(Posted 2008) [#28]

he seems to be missing a bellybutton



I'd be more worried about the weird grid-like fullbody tattoo ;P


Ruz(Posted 2008) [#29]
oops - yeah the bb was in previously and the grid like tattoo will be gone soon :)


rebootbug(Posted 2008) [#30]
These characters look incredible, such amazing detail! I for one can't wait to purchase them.

Thanks
Brendan


Ruz(Posted 2008) [#31]
cheers - I have to find the motivation to finish them. getting lazy in my old age:)