Male game character(WIP)

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User offline. Last seen 3 years 46 weeks ago.
Posts: 7

Hi all,

I am new to both the Forum and the concept of gaming as well. I am trying my hand to create a Low poly gaming character  and texture it.Now I am almost finished with the modeling process,  after working on the head and some details overall i am going to start making the Low poly . Now Below is the screen shot of my character , i would like someone to suggest me how much Tris this character should be ??? Specifically how much I should give to the head and Rest of the model .

thanks in advance.

User offline. Last seen 2 weeks 1 hour ago.
Posts: 408

that's a really good start. the head seems a bit small though and maybe someone else can check this but I think the legs could be a little bit longer. As for the tri-count, I'd say 5000 tris. is a good number.

User offline. Last seen 3 years 46 weeks ago.
Posts: 7

kaze369 wrote:

that's a really good start. the head seems a bit small though and maybe someone else can check this but I think the legs could be a little bit longer. As for the tri-count, I'd say 5000 tris. is a good number.

 

I really felt that the proportion seems to be off cause I didn't had any particular ref with me but I will work on that first and then start making the low poly  version.

Well 5000 tri seems good lets see.

User offline. Last seen 2 hours 44 min ago.
Administrator
Posts: 4253

Nice job!

You have got some really nice details in there Smiling

My only critique would be that the neck seems a little thin and the head is a little small (along with the legs needing to be a little longer)

 

For the tri count i would aim for somewhere around 5.5-7k with a 2k texture, though i wouldn't worry about giving a fixed number to the head...just give it what it needs to make it look good!

Ive promoted this to the news homepage too Smiling

Hi mate its just really awesome work ....can you show us some wire frame with mesh and we would like to SE the 3ds max low poly file also....keep going.

User offline. Last seen 3 years 17 weeks ago.
Posts: 9

Hey Nice work mate its really fantastic work .could you please show us some of wire frame and some w.i.p work.

User offline. Last seen 3 years 46 weeks ago.
Posts: 7

thinkvertcal wrote:

Hey Nice work mate its really fantastic work .could you please show us some of wire frame and some w.i.p work.

I am assuming this still as a WIP  but i am posting some wires and  Subdivs breakdown.I Still need to Fix the Proportion which I already figured out how to do but havnt dome meanwhile I am posting some more views.

male_character_wip.jpg male_character.jpg
User offline. Last seen 25 weeks 1 day ago.
Posts: 20

 i love the details you put in the pant !

however, the angle of the pose let me think that forearm are a bit too small in proportion.

nice work overall !

can't wait the low res version

User offline. Last seen 7 hours 27 min ago.
InstructorModerator
Posts: 2187

Very nice! I love all the work and details.

My only critique is the one stressed above about the head and neck needing to fit proportionately. Other than that I really like everything.

Keep up the great work!

-Jeremy-

User offline. Last seen 21 weeks 4 days ago.
Posts: 229

hey nice work and detail artzelot, agree with all other comments, n waiting for ur next update Smiling

User offline. Last seen 3 years 46 weeks ago.
Posts: 7

A little update on the model and some quick polypaint.

 

male_01.jpg male_02.jpg
User offline. Last seen 7 hours 27 min ago.
InstructorModerator
Posts: 2187

This is really nice bud.

 

Are you going to be creating all of the other maps? (Sub-dermal, weight, spec, etc)?

Critique: In the white areas of the eyes, you are able to see faint strokes of a light red color. (Removing this would help with the realism)

 

Great model! Keep up the hard work!

-Jeremy-

User offline. Last seen 3 years 46 weeks ago.
Posts: 7

ceribral wrote:

This is really nice bud.

 

Are you going to be creating all of the other maps? (Sub-dermal, weight, spec, etc)?

Critique: In the white areas of the eyes, you are able to see faint strokes of a light red color. (Removing this would help with the realism)

 

Great model! Keep up the hard work!

-Jeremy-

 

I am still learning a lot of things but I am sure I will use maps to bring out more detailed. I am finished with the low poly thing and tried some normal mapping on it lets see if  some can put crits on that part.

PS : this is the first time I actually did the nomal mapping. I used X Normal and its seems very fast and easy.

game_dude.jpg
User offline. Last seen 3 years 46 weeks ago.
Posts: 7

6000 K Tris
Diffuse + Normal + AO + Spec  all 2k Textures.

Software

Maya, ZBrush , Topogun , XNormal , Marmoset Engine.

karl_08.jpg karl_06.jpg karl_02.jpg maps.jpg