View Full Version : Your average henchman
...or by now he's getting more of a 'regular hero' in semi-apocalyptic theme. Not exactly total destruction and mayhem aka Fallout or Madmaxes, but more like Jericho style, the world just happened to end... :rolleyes:
Nothing too special, I just wanna do one solid and good model to practice skulpting, normal maps, texturing and later when we got animation course in school, to use it for rigging and animation :) I'm doing basic rigs now too, to see how he deforms..
But yeah, enough talk and Sorries for large pics! And now, concept:
http://i16.tinypic.com/4uc9wfr.jpg
Concept I did at 05:00 when I woke up in the middle of night with ze vizion :brick:
http://i7.tinypic.com/4zep6cm.jpg
This is as far as I am now. Hands are missing, I'm playing around with rigs to get them work nicely.. And when those are done, its unwrapping time.
Oh yeah and the polycount is at 2690 or so, I'm not really caring about it too much, aiming for 3000max for the char AND the gun prop :)
EDIT: I just noticed his goatee is missing...
superhero4hire
09-27-2007, 02:16 AM
I saw that no one had given you any feedback, so I figured I'd at least throw something out there. All and all it looks nice and smooth. The hat sits nicely on top of the head and the jacket looks pretty cool too.:thumb: One thing you might want to double check though are the nostrels. I'm not sure if they're a little large or if they arc higher than they should. Also, take a look at the extremeties. I don't want to sound harsh, but it almost looks like a really solid head and torso with some action figure limbs. All that aside, I think you're really onto something here and I hope you continue with it!:)
Thanks Superhero4hire :)
I'll check on the nostrils as soon as I'm done with photography assignment to school. They do seem a bit too 'lively' and somewhat out of place
Action figure limbs? :D It doesn't sound harsh, I just don't understand what you mean with it... Care to tell how they seem like that? And/or how would you go around fixing them? :)
Don't worry, I will :D
cookepuss
09-27-2007, 08:22 AM
I'm not as concerned about those nostrils. In the real world, people have noses of all shapes and sizes. Those angled, flared nostrils lends a bit of realism to the character, imo.
My concern is that he looks less like a disposable henchman and more like a bike messenger. By that, I mean that I'm not quite getting a henchman vibe off of the design. He kinda looks like a 15 year old. For starters, I'd probably "age up" the anatomy, square off the jaw a bit more, and maybe add some generic thug sunglasses.
As far as the small details like the beard and slim arm band go, I'd probably leave that stuff out of the base mesh and handle it in the sculpting/detailing phase. Some stuff like that can even go into texturing.
superhero4hire
09-27-2007, 01:23 PM
As far as the limbs go, I meant that they seem too perfect and almost plastic. If you're going to make a high poly version and apply a normal map(s) then you can make these adjustments in the high poly stage, but if this isn't going to go that far, you might want to consider adding slight folds and variation or more evident wear in the clothing. For example, his legs look like skin tight 70's bell bottoms and his arms are a bit puffy for just hoodie sleeves. So basically just think about some folds and double check the anatomy, keeping you desired fabric in mind while modeling. I hope that helps. I can't wait to see your progress and good luck on the photography project.
Cookepuss:
He's probably going to be pretty disposable henchman, average guy sitting by the gate, guarding with some little fatter and even lazier dude :) What I was more worried about him 'becoming a hero' was about the polycount.. He's having pretty high counts for someone who gets shot and no one cares about (not saving the world anyways).. Though I'm not really aiming for any game type, neither FPS nor RPG, so dunno if it really matters, as long as he's not too high poly..
As for the age.. Yeah he looks a bit too young now that I think of it. I'm aiming for somewhere around 20 to 25 years old guy. Old enough to have good goatee and get some 'unshaved beard effect' on him ;)
The beard, hmm maybe I'll ditch it from the model and do it over in the sculpting face. The armband though, I was thinking of it to be sort of 'army tag' (or militia colors, ie different 'parts of the divided country' would have different colors as symbols of their army). But I'll make it somewhat wider and maybe tighter? Might weld off the thickness, hmm...
SuperHero4Hire:
I am aiming to sculpt + normal bake him. Though his sleeves are probably still a bit too 'perfect' for him.. Didn't think of it when I modelled them, but... There's still time to go back to them and add some 'hard detail' :)
Thanks, I'll do my best :)
cookepuss
09-27-2007, 03:05 PM
He's having pretty high counts for someone who gets shot and no one cares about (not saving the world anyways
That's what optimization is for. :) There are still plenty of ways to trim him down without compromising the aesthetic and overall design.
Yeah he looks a bit too young now that I think of it. I'm aiming for somewhere around 20 to 25 years old guy. Old enough to have good goatee and get some 'unshaved beard effect' on him
Sh*******t..... I knew a 16 year old guy in high school who could grow a beard that would make a grown man cry. He perpetually had 5 o'clock shadow, whereas I was struggling to convince people I wasn't 12 years old. :p
But I'll make it somewhat wider and maybe tighter? Might weld off the thickness, hmm...
Yeah. If it's not integral to the actual form and not too thick, I'd probably fake it with a combination of texture and normal map. It can be way too tempting to model in every detail. That is my #1 vice, detail overkill. The real questions you have to ask yourself are, "Will its removal from the poly count affect the silhouette? Can its thickness be appreciated from a normal viewing distance?"
Realistically, if I'm over here and you're 2-5 meters away will that thickness be apparent? Maybe not. I can see how a knot or a buckle might be modeled. There's a certain weight and thickness to it. When you've got an arm band that's maybe less than 1cm thick - if that - then its contribution to the base mesh might not be so significant. For a high poly, no limits model.... What the hell. For a base mesh.... I'd leave it to the sculpting phase.
Yeah, found out alot myself too... I'll try to drop him to 2000 polys max + gun :) The jacket is stupid, requires quite much of polys to get it look good.. Or at least decent, I'd happily add one more loop between all the 'puffs', but then its a bit too much I guess
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I've got more beard than my dad since 13 or 14, and I've always hated beards.. But anyhows, people usually think beard = old :D
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True, I gotta consider that when optimizing him :)
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the base face normals baked. Rest comes along texturing process. Ie the eyebrows, I simply couldn't get good ones sculpted :/ Ain't liking the beard/hair much either, hair was pretty bad to begin with (the polys in head, 7 divides and still not enough to give more detail). But I'll be using those for giving additional detail to the texture normals, so they'll serve a good purpose after all
http://i22.tinypic.com/ff39xj.jpg
Still wip. My first 'real human' organic texturing job. Done some organics with tree textures, but wouldn't really count that as past experience :)
The bump on the skin is VERY very lame, just diffuse thrown in to the slot to see what it should look like... at least somewhat :D Critics/comments welcome!
Hat has very basic normal map, nothing fancy... Ignore it ;)
http://i24.tinypic.com/2yp0q45.jpg
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