View Full Version : Sci Fi Babe character for New Unreal
zeke3d
11-11-2007, 05:59 PM
Hey fellas, I see these forums are becoming very active! I am looking to wrap up this character and put it in the new unreal, I have blocked out most of her, now its mostly texturing, detailing and resing down what needs to be done. The face, boots and hair are not game resolution. I plan on doing the tweaks to it and then bringing those to their final polycount, the thing that needs the most work is still the hair. I am having fun with her shaders and working with large maps and large map wokflows/workarounds. I plan on using 4k maps if possible :). The final textures will have logos and variations of techno fabrics and materials for her space suit. here is the max viewport grabs. cheers.
http://www.esequiel.com/alice/Alice_Render_00.jpg
I also plan on softening the gluteal crease, and exporting variation of her with diffrente suit colors, hair colors, eyes, skin/makeups, bodytypes, when all is said and done.
El Scorcho
11-11-2007, 07:33 PM
That's an interesting way to model hands. Did you do it that way for animation purposes? 4096 maps?:eek: Love the hair btw hope it translates well to the low poly.
iceblazer17
11-11-2007, 08:32 PM
Hey, good job so far, I really like the hair....post some screen shots once you get her into unreal!
Chasarsis
11-11-2007, 09:41 PM
The modeling and texture are dang solid, good work man!
The only thing that catches my is the area around the shoulder. The silhouette looks really smooth, but that area stands out because its so much blockier than the rest of the model.
And a 4k map =O ; really can't wait to see what mad details you pack into it
zeke3d
11-12-2007, 12:02 PM
thanks guys, yeah the hair is looking pretty cool, but its the shaders that are driving it right now, not that much sweat and elboy grease yet. as for the shoulders, I noticed that when I was grabbin the screens, I will update as I go and keep the images flowing. thanks. also the pose is that way, after petroc's half pose philosophy. cheers
zeke3d
11-12-2007, 12:11 PM
also I plan to see on top of the 4k maps, if I can use a micro detail shader to kick up the details to an even crazier level.
Frozan
11-12-2007, 12:17 PM
very impressive. keep it up i want to see this character when its all said and done! woot!
how much of the unreal ed do you already know? im still trying to figure out some of the things you can do with the shader Hierarchy.
cookepuss
11-12-2007, 12:26 PM
The execution is good overall. Very nice. The design is pretty good too, albeit a bit typical of the genre. (I still find it odd to whenever I see an action character running around in high heels. :))
Marcus Dublin
11-12-2007, 12:29 PM
You have some good stuff going on with this character zeke3d, the modeling is nicely done and the proportions look spot on! The one issue I have is with her the naval inset, my guess is that you used your base mesh and built around that which is fine since I do the same thing but the naval is a dead giveaway. Even in real life if one was to wear a wet suit you’d never see that, of course this is a WIP and something small like that can be tweaked along the way. Anyway this is looking pretty awesome and I can’t wait to see some more, keep em’ coming!
Marcus
PS: This feels like something you would see in Mass Effect!:D
zeke3d
11-12-2007, 12:46 PM
thanks for the comments, she was built form a concept sculpt I did, and dropped down in poly’s, as for is it mass effect in style, yeah, pretty much, I will shamelessly borrow from any elements I can from them, as far as what’s working and what’s not. As for it being too skin tight, and too typical, I agree I am being very direct with my intentions on her, the echoes of the naval will probably stay, its meant to be sexy, down right stereotypical even. I have had her concept a long while back over a year or so, but not practical in the way I wanted to do large textures, with all the bells and whistles in the shaders, lots of things where missing at the time, zb3, better engine to see it in, and Carmack’s Idea of beign able to use and move large amounts of data, as for the design I was going with a silver suit at the time, whats not seen here is the tons of product placement, that will cover her suit, making here look a little more future NASCAR space girl. I will get busy with her when I can, to get her in Unreal, as for my experience with unreal, I have moded for the previous version and am pretty familiar with it, I have been using the new version that came with gears pc, and am playing around with it, as well as just studying the shaders and gears of gears to see what can be learned from them.
shadowbreeze
11-12-2007, 09:18 PM
man i'm really digging the oil slick type layer on the suit i've been try to do something similar for a while now but no where the result you have:thumb:
zeke3d
11-13-2007, 11:31 AM
The soap bubble look is done by, make sure you have some sort of specular mask, but in the spec color, point to a small 256 texture that was made in Photoshop by.
filling it with white, adding color Gaussian noise, blurring it 16 pixels or more, boosting up the saturation till you get color spots so it looks like a funky spotted tie dye t-shirt, and apply it vigorously.
shadowbreeze
11-13-2007, 03:49 PM
wow thanks zeke3d, time to start experimenting again and thanks for sharing much appreciated.:thumb:
moose
11-13-2007, 04:16 PM
You could do some cool reflection/camera vector stuff to get that to be real fluid on the mesh in ue3.
If you're plan is to put her into UT, i would check out UT3's character shaders when the game is out. You will also be able to set her up to use the customization elements of UT3, however you will need to set it up appropriately (uv's).
dig her face, and the simplicity :) cant wait to see it with decals and stuff!
zeke3d
12-09-2007, 02:28 PM
http://www.esequiel.com/alice/Render_JakeUE3.jpg
http://www.esequiel.com/alice/SpecEffect.jpg
Hey guys, here are some more images, I have been playing around with unreal 3 and brought my domwar2 character into it as a test of what to expect, it could use a spec power map though. I am very excited about UE3s material capabilities from what I've played with it thus far. also the real time effect of the shadows is phenomenal, should see about getting movies of the new stuff to illustrate this, way to go Moose and the rest of the team for bringing a great game and engine toy into existence. The domwar2 character is very much in the "old paradigm" thinking, and I want my new sci-fi character to be more new paradigm and shader driven, more interaction with the light so that it may drink of it.
I am playing around with Subsurface scattering on her face, and want to get it shader driven and as dynamic and polished before moving on to the rest of her. also included is her suit spec effect, that defines spec color. I will return when I have some more progress to show, till then, laters. :)
p.s. also is there a way of exporting or importing hlsl files? I like the way the engine acutally is writting shaders as you go, but can you just bring one in?
zeke3d
12-11-2007, 10:49 PM
http://www.esequiel.com/alice/Alice_Render_01.jpg
here is the imported head, around 5k tri's, I will try and reduce it by half. right now im using just a normal and diffuse map with float 1 & 3's as place holders to get a bearings on the components I will want to add, like spec map etc, also nothing fancy like fresnel fuzz or edge effects yet. but so far so good, learning the quirks of using the transmission stuff in UE3, like I need to cap all holes.
my questions include, does anyone know how to blur the using the unreal components? does anyone know how to blur the output color, and do a blend similar to ben clowards shader fx 2 stuff?
also judging from what im seeing i will need to increase the tiny details like pores, fine lines, bumps. cheers :)
nice work on the female body anatomy. the face might need little more anatomy work. the hands definitely need more anatomy work also. the hands also look a little small at the moment.
zeke3d
12-13-2007, 10:49 AM
nice work on the female body anatomy. the face might need little more anatomy work. the hands definitely need more anatomy work also. the hands also look a little small at the moment.
good eyes, I will give it some more attention.
Mtg_kirin
12-13-2007, 02:21 PM
hey awesome babe. Any way you could post some wires of the head? Im trying to teach myself character modelling and would love to see how you set that up.
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