:) I understand - I've not had any game art training either, after I'd graduated (I did physics) I just did lots of reading (your book was most helpful ;)), and did lots of tutorials. Every day at my new job is a new lesson! It's great to get insights in how to do things from more experience people, I think it's a great way to learn as to be an artist you really do have to knuckle down and do stuff yourself.
Calamity is looking good, though from the side view she does look like she's about to fall forwards. |
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Looking good Mike! |
Have you thought about adding creatures with multiple legs to your book? For example spiders and scorpions. From my understanding its a completely different animation sequence for those types of creatures than any other you have listed. Also, that general movement also feeds into the robotic walk sequences of futuristic mechs, like the spider walkers from Star Wars Clone Wars. If anything it might help to add a little bit about it, if not create a whole chapter on it.
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The storm tank is actually a 6-legged mech vehicle. :)
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Ha ha, well in that case never mind :p
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no real change to the model, as I've been doing the writing part of the book thing, but I did this quick and dirty rig and pose to show the publisher for cover comp purposes as a possible pose. Probably won't be the final pose, it's just something they can use to put something together.
http://www.mtmckinley.net/book2/temp_coverpose1.jpg |
Mike,
I have to say I love the Quick and Dirty Rig . . hope I can do one as quick and dirty as that in the near future ;) She looks good and has attitude too! Cheers Paul |
no real change to the model, as I've been doing the writing part of the book thing, but I did this quick and dirty rig and pose to show the publisher for cover comp purposes as a possible pose. Probably won't be the final pose, it's just something they can use to put something together.
Hey Mike its a cool pose so far. I know its rough but some thoughts for the final. Maybe spread the fingers and place the hand a little higher on the hip but keep the bend in the wrist as its a more natural look, also centre the hips more it will give her a better look and be more balanced and also the leg at the front I would perhaps straighten more, if not then Id bend the foot more on the toe so the heel is up. Just some thoughts anyway Model looks excellent even at this stage, Cheers Jay |
She definately has attitude!
Like she would blow you a kiss and then shoot your eyes out! Really coming along well, Mike. Dave |
Almost done with the first chapter... then it's back to Calamity Jane. :)
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cool looking jane so far :)
looking foward to seeing more progress on her :) |
Alrighty, first chapter is done and submitted. Back to Jane! :)
http://www.mtmckinley.net/book2/progress11.jpg http://www.mtmckinley.net/book2/progress11b.jpg http://www.mtmckinley.net/book2/progress11w.jpg Got the little doodads on her. Just need to do the gun now and get her all painted up like a whore... er... I mean... ;) 7464 tris |
Very nice :)
Her knees look a little narrow to me, although that does match the concept art... Can't wait to see her textured! |
Looks awsome mate.
Cant wait! |
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thanks guys :)
Modeling is 99% done. I modeled a new hand while at the office earlier today but forgot to bring it home to replace these with. I might also make her a big knife or machete or something and put some shells on her belt. :) Here's a 360: http://www.mtmckinley.net/book2/jane360.avi Knees are a bit thin, but like you say, it matches the concept. If they look funky when I animate, I might thicken them up some. With two pistols, comes to around 9000 tris. |
I'm looking forward to seeing that cute sneer as in the concept art ;)
It'll be good to see how you handle all the tassle bits when animating. |
Are you going to try and detail it somemore and bring it up to the 15,000 you mentioned earlier? Cause if so, you have a lot more room for detail. It'd be interesting to see what else you could do with her.
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What would be the Max poly count for a game model? :confused: I was told 3500 for a multiplayer and 6500 max for a single player.:confused:
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depends on the type of game and the tech involved. this one is being made with next-gen stuff in mind, so a bit higher.
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Right on.. so low level poly mesh with a high resolution normal map?..Here it comes,, will this be a Tut in your book?pleasepleaseplease:p :p :p :D
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fraid this book is purely a rigging and animation focused book, and won't talk about texturing or modeling. hence my sharing the process here. :)
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I replaced the hands and did some doodads and minor adjustments. about 9000 polys. Might smooth out her face a bit and other curvy bits. ;)
http://www.mtmckinley.net/book2/jane2.zip |
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How about a head shot ,,wire.:D
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When making the head of a game character should you always model it for speech animation? when it don't call for it? Like loops around for the mouth?
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I think so, as it makes it look more natural. the loops aren't just for smooth mouth movement, but also to emulate what the face's muscular structure is like, which is what makes it look the way it does.
I got the video back from the reference video I shot last weekend! Here's a couple low-quality screengrabs. Lots of neat stuff, like quick-drawing a pistol and such: http://www.mtmckinley.net/book2/video_example.jpg |
wow mike your good man, hope i one day get to this level.
Keep it up.! |
Everything about this model ... all the way down to the posture of the hands ... I love it!:)
Is that you in the video, Mike? Somehow I thought you'd be taller;) Dave |
thanks! :)
Lol, Swanky, Jackie's actually pretty tall. She's 6'! :) I'm just 3" taller than her. Thanks to her, by the way, for helping me out by being my video subject. Started the UVs... this thing's going to need 3 or 4 textures I think. http://www.mtmckinley.net/book2/uv1.jpg http://www.mtmckinley.net/book2/uv2.jpg http://www.mtmckinley.net/book2/uv3.jpg http://www.mtmckinley.net/book2/uv4.jpg Whew, all done. :p |
Nice job on the UV layouts. Can't wait to see the texturing!
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Nice and clean mate. Though it looks still looks a bit like current-gen, or are you going to add in all the misc objects into the texture or normal map? Also in the book's cd, will you include examples of squash and stretch, anticiaption, ect? That would be very useful.
Good job mate! |
based on what I've seen from the xbox 360 games like GUN and Call of Duty 2 that we have at the office, 10k polys is very likely a good average range for the system. Have to remember that a lot of the illusion of detail being seen on the game screen these days is from advanced shaders and normal maps, which I've not made for Jane, and am not sure I'll have the time to make for the book's purpose. We'll see.
Thanks. :) Will have updates when I get back from visiting family. |
Or heck, I'll upload something now. Still early. Hopefully will get her finished by Saturday before I head back to Austin. :)
http://www.mtmckinley.net/book2/texprogress1.jpg Might be too dark. |
It does look a little dark, other than that it looks good. As for the green thing, what is that? And it looks a little too green/florecent (sp?).
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That part wasn't done yet. Just roughed in with color. Here's an update:
http://www.mtmckinley.net/book2/texprogress3.jpg |
AHHHH, I get it now. I didnt realize there were some future aspects mixed in with this character. Looks awesome so far! I cant wait to see her with her face done.
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Almost done. just need to figure out what I'm doing with the hair, gun, and a few other tiny bits.
http://www.mtmckinley.net/book2/texprogress4.jpg |
Woooo!
I'll have to ask her where she gets her bikini waxing done! Excellent work though! 10k polys for the new games eh? Hrrmmmmm. |
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