WIP Game Character

Images of characters done with MakeHuman

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Re: WIP Game Character

Postby pistacja » Wed Dec 14, 2011 6:03 pm

A bit of progress again:

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Re: WIP Game Character

Postby pistacja » Sun Dec 18, 2011 2:46 pm

Almost done...
Image
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Re: WIP Game Character

Postby Manuel » Mon Dec 19, 2011 8:56 am

Very good work...compliments! When you have done I'd like to make a collage for the site gallery..
Manuel
 

Re: WIP Game Character

Postby pistacja » Wed Dec 21, 2011 6:29 pm

Image
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That's more or less final. There are some errors that I'm aware of and the body texture should be changed a bit, specular maps are missing, some colours should be changed, some texture details improved... but I won't have time for that in the next few moths. The character is meant to be viewed form 5-6 (virtual) meters, so about 1/3 of the size on the screens (at 12080xSomething resolution ), at that distance the details and errors won't be visible anyway, so I'm more or less happy with this version.

The model with all the cloths has ~7000 polygons (might be a bit more after it got converted to a game format - the exporter likes triangles)
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Re: WIP Game Character

Postby Manuel » Wed Jan 04, 2012 9:52 am

Are you the author of clothes also? They are very good.
Manuel
 

Re: WIP Game Character

Postby pistacja » Wed Jan 04, 2012 11:16 am

Yes, made the clothes myself ^^

If you are asking if I'm willing to share, then the answer is yes. But it's not made with Blender and I'm no good with Blender, so someone else would need to adapt them for MH.
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Re: WIP Game Character

Postby Manuel » Wed Jan 04, 2012 3:36 pm

pistacja wrote:Yes, made the clothes myself ^^

If you are asking if I'm willing to share, then the answer is yes. But it's not made with Blender and I'm no good with Blender, so someone else would need to adapt them for MH.


Oh..the clothes are well modeled, compliments again!
Have you the less lowpoly version, too? The idea is to include, in MH default clothes library, some very good clothes examples, less game oriented, to show "the best" of the application.
Manuel
 

Re: WIP Game Character

Postby pistacja » Wed Jan 04, 2012 4:18 pm

I have a hi poly version, but it was meant only for baking normal maps. I've subdivided the hell out of them (for example the shirt went from 600 to 10 000 polygons), pushed all the verts from the low poly version and hand painted some (more or less random) deformations.
Image

The low poly version actually has some details that the hi poly version lacks (buttons, pockets), these details were added only to the texture, and then the texture was converted to a normal map and merged with the baked normal map.

As I said, I can provide the files, but I don't know if they would be of any use to anybody.
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Re: WIP Game Character

Postby Manuel » Wed Jan 04, 2012 10:43 pm

I see you have preserved the makehuman original topology.
To have a better model, would be better to optimize the faces (quads only, if possible) and use a more "clothes oriented" topology.
As example, this is a base I'm working on, as special helper geometry:

clothes_example.png


What do you think?
Manuel
 

Re: WIP Game Character

Postby pistacja » Thu Jan 05, 2012 9:19 am

Sure, that looks way better then mine. I just went for the simplest thing that could work.
Copy the mesh, delete unwanted parts, push and drag some verts, stretch the uv and you're more or less done and you even can keep the rigging.

It could be faster and better with a cloths helper mesh, but when I was making this model the helper was in the works and I needed a working model asap.

As for the triangles - I like triangles when sculpting/painting deformations but the low version is most quads. In the game almost all polygons end up as tri-fans and tri-strips so I don't care for quads that much.
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