Game Development Community

Evolutions of your Character Designs

by Cinder Games · 07/13/2006 (5:41 pm) · 15 comments

Ever wonder to yourself as you change your characters if you're going the right direction? Somethign i make lots of little changes, and end up making drastic changes, Gotta wonder if you're going the right way sometimes. Like for example a character i've been modeling off an on for a few months.

img98.imageshack.us/img98/1122/latest9oe.jpgHere's a current shot of her. it's a render from lightwave. it's not incredibly high res, just a notch above what i'll have visually in torque. I'll be going for a similiar shading scheme, if i can do so in real time, that'd be nice, if not i'll have to use textures. But i'm not a fan of textures for the most part. I like having real geometry to work with.

But anyhow, here's a couple previous versions of this character.

img206.imageshack.us/img206/7016/desktopsm8fi.jpgimg235.imageshack.us/img235/9198/background9nx.jpgimg291.imageshack.us/img291/6734/dress57ag.jpgSo how do other people handle the urge to make changes?


If anyone wants to see more pics of her, let me know. I usually have plenty of them. But most of them are nude/scantily clad. Not because i'm a perv or anything, but because it's important to start with a working body before dealing with clothing, which i do have pics of them too. :P

#1
07/13/2006 (5:58 pm)
bring on the nudes!.. :)
just kidding.. looks awesome.. I cant model a player to save my life so I dont know about that aspect but I do spend alot of time on each level I do.. changing lighting. moving buildings, trees and whatnot.. trying to reach that certain look..

when I reach that point where it clicks its like the last piece of a 5000 piece puzzle.. your like oooh look.. its complete.. So I would say your top pic is awesome, but maybe some shading as you said aroudn the face to show outline of features.. right now she is kind of pasty looking.. :)

any ways nice work as usual.. :)
#2
07/13/2006 (6:31 pm)
I know exactly what you mean. Except my experience is in mapping.
Still, the development process is basically the same for all types of content creation.

I usually start with one idea in mind, and by the time i'm halfway through, i've already started over from scratch a few times. Whenever I find that my map/interior/model isn't working out correctly or properly designed for what I had in mind, changes must always be made.
#3
07/13/2006 (7:34 pm)
Ramen,

I don't get a chance to do characters too often, mostly because I love doing environments, but I know how that urge to experiment can be.

Did you post the pics in the right order? I actually like the bottom to pics better than the top pic!? The hair on the top one is mostly what I don't like.

You definitely god that Manga look right. Great job with the eyes!
#4
07/13/2006 (7:44 pm)
hmm don't like the hair? Well that's fine. I'm not totally secure with it. It was just sorta how it worked out. Here's a couple more shots of the hair, maybe it's just the angle.

img123.imageshack.us/img123/8306/thair3ev.jpg
img301.imageshack.us/img301/7302/thair24ch.jpg
I planned to eventually alpha out the hair a bit more, but torque's very very lame with the z-order.
#5
07/13/2006 (7:49 pm)
I myself really like the hair. The way it looks like individual strands really helps the overall look.
(Though it is a bit stretched-looking)
#6
07/13/2006 (7:50 pm)
Actually the design of the hair is nice, but its the texturing that ain't working for me. Its very close to the texture in pic number 3, but the density is greater or too detailed, if that makes sense?

Its could also be that there is no mipping in effect and that it would hold up fine in game.
#7
07/13/2006 (8:02 pm)
I understand what you're saying. the "strands" are too dense.

img123.imageshack.us/img123/1638/thair33xo.jpg
Here's one with the strands reduced to about 50% what they were, i just streched in my UV map for this look

But it really matters on how "Detailed" it should look up close. This particualar look doesn't go over too well with me up close.
#8
07/13/2006 (8:26 pm)
Looks much better to me.

I can see how up close, it may not work so well, but I guess the question then should be "how will the character be seen in game"?

If the camera is going to be close to the characters head then tune the look to best fit that view.
#9
07/13/2006 (8:31 pm)
Yep. makes perfect sense. manageable with LOD. I'm not at that point yet myself.
#10
07/13/2006 (9:44 pm)
I like the hair from top and back angle, it just looks great!
#11
07/13/2006 (9:53 pm)
Oh, i should state her eyes are fully functional. they're not jsut textures.... plus her mouth opens too, she's got teeth, a tongue, etc. I'm sure for a lower LOD, that won't be needed though.
#12
07/14/2006 (12:45 am)
3rd pic from the top has the best hair out of all of them imo.
#13
07/14/2006 (4:22 am)
Nice work :)
My two cents would be perhaps the range or contrast in the texture is what is throwing me off a bit. I agree with Todd, this latest one is much better. I'd try reducing the contrast and bring the range down a bit. "Highlites" are spot jobs - maybe make one of the hair groups lighter for visual variety.

Just a thought - keep up the good work :)
#14
07/14/2006 (8:49 pm)
Thats going to have alot of Tris when you tripple.
#15
07/14/2006 (8:54 pm)
Depends on what subdivision i tripple it at. at level 1 it's about 4k polies. I've already exported her into torque a few times :)