Rent-A-Cop
by Teck Lee Tan · in Game Design and Creative Issues · 02/20/2005 (7:48 pm) · 25 replies
Hey guys, some of you on IRC might remember me looking for input on this guy last week. I've more or less finalized him, and I'm down to the tweaking stages now (edge flow, making sure the joints deform properly, etc), and hope to start unwrapping and texturing him tomorrow. Then I'll get on to the rigging and animating. For now he's got vertex colors on him so I can more easily visualize what I want to do with his textures.
First, wires:
www.lotekk.com/files/rentacop-wires.jpg
and a viewport shot:
www.lotekk.com/files/rentacop1.jpg
Before you ask, he's not really for any particular game, just something that started out as an anatomy study, and evolved into something somewhat interesting that may or may not become a main character model in a future game. And yes, he's supposed to look kinda goofy, in a white-trashy kinda way. ;) It's my second more-or-less-completed character model, but I've been dabbling with other genres for some time now. A bit of back-story I cooked up as I was developing the guy:
I'm working in Wings3D for the modelling and unwrapping, switching over to Blender for the rigging and animating.
Critiques would be greatly appreciated. :)
edit: Oh, right. It currently stands at about 3200 tris (this includes the cap, belt, and dropleg holster, but not the Mateba revolver which is roughly 310 tris)
edit2: I've gone ahead and converted all but the latest images to clicky links for the benefit of anyone with a slow connection
First, wires:
www.lotekk.com/files/rentacop-wires.jpg
and a viewport shot:
www.lotekk.com/files/rentacop1.jpg
Before you ask, he's not really for any particular game, just something that started out as an anatomy study, and evolved into something somewhat interesting that may or may not become a main character model in a future game. And yes, he's supposed to look kinda goofy, in a white-trashy kinda way. ;) It's my second more-or-less-completed character model, but I've been dabbling with other genres for some time now. A bit of back-story I cooked up as I was developing the guy:
Quote:SSG (Ret.) Ron "Hellcat" Reynolds served out a glorious career in the employ of the US Army, the majority of his tour of duty spent with the Special Operations Detachment-Delta. Sustaining debilitating injuries during the course of aoperation in , his courageous and selfless actions nonetheless earned him a Silver Star. Following this incident, Reynolds was honorably discharged, and he returned to his hometown to a hero's welcome.
Fast forward 6 years, and we find "Hellcat" making a living as a rent-a-cop ["private security agent," as Mr. Reynolds prefers to be called -Ed.] at a large suburban shopping mall. He spends most of his time trying to re-live his glory days, telling war stories to anyone willing to listen, and sometimes to people who could care less. When not at work, he appears to enjoy kicking back with his two best friends, Jack Daniels and Sam Adams.
I'm working in Wings3D for the modelling and unwrapping, switching over to Blender for the rigging and animating.
Critiques would be greatly appreciated. :)
edit: Oh, right. It currently stands at about 3200 tris (this includes the cap, belt, and dropleg holster, but not the Mateba revolver which is roughly 310 tris)
edit2: I've gone ahead and converted all but the latest images to clicky links for the benefit of anyone with a slow connection
#2
Man, I wish I was kidding
02/20/2005 (9:23 pm)
Since it's a rent-a-cop, you should replace the gun with a giant set of keys. Then have the guy run around and beat people with themMan, I wish I was kidding
#3
02/21/2005 (12:12 am)
Great, now all you need is a model of a 13 year old girl with braces for him to shamelessly flirt with.
#4
But yeah, other than that it looks really sharp. :)
02/21/2005 (5:11 am)
This looks really good man. The one thing that I see that MAY become an issue is the elbow joint. In order to get it to deform correctly, you might need to spread out polys a little bit. Try and build out the elbow slightly (or at least have the verts define the elbow). Keep in mind it may deform fine.... I dont know what you are going to have him do.... but in my experience, stright loops for joints typically dont work that well.But yeah, other than that it looks really sharp. :)
#5
www.lotekk.com/files/rentacop-misc.jpg
Thanks for the comments so far. :) No, rent-a-cops aren't normally armed, but it sure is fun modelling him with a large revolver. :)
Adam, I actually hadn't noticed that the elbow/forearm loops were straight, so thanks for pointing that out. I've subsequently toyed with them. So far I haven't had a problem with the elbow deformations, at least in the quick test rig I messed with.
02/21/2005 (2:43 pm)
So another day of noodling and tweaking and accessorizing. I've started looking into where I can economize on the polies, and have had some success, though I realized that a good chunk of polies have gone into the hands (close to a third). Depending on how I end up, I may shave some detail off there. Anyways, I've given him a pair of Oakley-M's, a gasmask, and a decent shirt. I like where this is going, since he now looks less trailer trash and more Reno 911. :-D Yes, he's supposed to be balding. :)www.lotekk.com/files/rentacop-misc.jpg
Thanks for the comments so far. :) No, rent-a-cops aren't normally armed, but it sure is fun modelling him with a large revolver. :)
Adam, I actually hadn't noticed that the elbow/forearm loops were straight, so thanks for pointing that out. I've subsequently toyed with them. So far I haven't had a problem with the elbow deformations, at least in the quick test rig I messed with.
#7
02/22/2005 (1:23 am)
Cool style, reminds me a lot of the 'Timesplitters' concept art in terms of proportions and humour :)
#8
Thanks! The plumber's crack was one of those happy accidents that just came about during the course of the modelling. :)
Roger:
Wow, I can receive no higher compliment. I absolutely love Free Radical's stylized artwork in the Timesplitters games and Second Sight. Thanks! :)
02/22/2005 (6:51 am)
George:Thanks! The plumber's crack was one of those happy accidents that just came about during the course of the modelling. :)
Roger:
Wow, I can receive no higher compliment. I absolutely love Free Radical's stylized artwork in the Timesplitters games and Second Sight. Thanks! :)
#9
02/22/2005 (8:11 am)
Quote:The plumber's crack was one of those happy accidents*shudders* never thought I'd hear those words.... lol... but great model!
#10
02/22/2005 (10:30 am)
Yeah, it does have a TimeSplitters feel to it... I like the alterations.
#11
www.lotekk.com/files/rentacop-tex.jpg
edit: fixed up the mouth area a bit, but my computer's acting funny when I try and get screengrabs, so updated pics will have to wait.
02/26/2005 (1:42 am)
After about a week of not having any time to touch this, I spent the afternoon today tweaking a little, giving him a mouth, and then unwrapping him, and did up a quick blocking in of his clothing and accessories:www.lotekk.com/files/rentacop-tex.jpg
edit: fixed up the mouth area a bit, but my computer's acting funny when I try and get screengrabs, so updated pics will have to wait.
#12
02/26/2005 (1:28 pm)
Wow... Very awesome!
#13
www.lotekk.com/files/rentacop-tex1.jpg
02/28/2005 (11:14 am)
Quick update. I made some more tweaks to the mesh, necessitating a little more time adjusting the UVs, but it's pretty much done, mesh-wise. Spent some time today texturing the bugger (birthday weekend meant lots of partying and very little productivity :p). This is one of my first texture jobs (and certainly my first organic one), so be gentle with the crits. Actually, scratch that, be brutally honest. It's the only way I'll improve. :) Off the bat I'm pretty sure the contrast is lacking, but I'll fix that in post. Without further ado:www.lotekk.com/files/rentacop-tex1.jpg
#14
02/28/2005 (3:02 pm)
Dont worry about trying to make the texture "sparkle" right away. Build it up layer by layer... Dont get too detailed too quickly. Im looking forward to the next update. :)
#15
http://www.sanctuslegacy.com/forum/viewtopic.php?t=1373
That tutorial should help you out with the skin!
02/28/2005 (4:55 pm)
Here ya go!http://www.sanctuslegacy.com/forum/viewtopic.php?t=1373
That tutorial should help you out with the skin!
#16
www.lotekk.com/files/rentacop-tex4.jpg
edit: Ugh. Just noticed how overstated the belt and shoe textures look. I'll tone those down tomorrow.
02/28/2005 (7:54 pm)
Adam, you called me on that correctly. I have a bad habit of noodling on details after doing the barest of blocking in my regular 2D stuff, too. Anyways, quick update, though not too much done since the last one (demanding girlfriend and all). Oh yeah, this and the previous image are at 100% self-illumination. Duff Beer. Ooh yeah! XDwww.lotekk.com/files/rentacop-tex4.jpg
edit: Ugh. Just noticed how overstated the belt and shoe textures look. I'll tone those down tomorrow.
#17
i like to bump the ambient colour up a lot to see what im texturing, but dont push it too high, leave a bit of vertex lighting there so you dont overdo the shading!
(unless of course you will be using a high ambient ingame to create a toon-ish style look?)
03/01/2005 (2:38 am)
Good progress, thumbs up so far!i like to bump the ambient colour up a lot to see what im texturing, but dont push it too high, leave a bit of vertex lighting there so you dont overdo the shading!
(unless of course you will be using a high ambient ingame to create a toon-ish style look?)
#18
03/01/2005 (1:07 pm)
Did the tutorial help you any bit? ^^
#19
Roger, Wings has a wonderful hotkey setup so with two hotkeys I can switch between scene lights (at this point a simply an omni light that throws 100% ambient white on the scene) for checking out the shading, and the default light setups (either one aligned with the camera, or to either side of the model, perpendicular to the camera) so I can check out how it would look with some scene lighting. :)
03/01/2005 (5:21 pm)
Hi George, thanks for the link. I was actually pretty sleepy by the time I was throwing this up so I must have missed your post. :-p Just took a look, and it's a pretty nice tutorial, though I'm not a huge stranger to painting human skin (that's not to say I'm anywhere near expert, mind you :p).Roger, Wings has a wonderful hotkey setup so with two hotkeys I can switch between scene lights (at this point a simply an omni light that throws 100% ambient white on the scene) for checking out the shading, and the default light setups (either one aligned with the camera, or to either side of the model, perpendicular to the camera) so I can check out how it would look with some scene lighting. :)
#20
03/01/2005 (6:14 pm)
Yes, well, to be fair, it was posted before I saw anything but the flat skin. ^^;;
Torque Owner John Spivey