Author : Nate Broach


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demoncage's Avatar
Old (#1)
Hey,

Been working with this character and the weapon on and off for 1 1/2 weeks or so. I'm aiming for around 4,ooo polys. The suit, shoes, and hands just have standard max materials so no texturing there yet.

Crits welcome.

Thanks.

http://www.ent3d.com/scarface4.jpg http://www.ent3d.com/scarface5.jpg http://www.ent3d.com/scarface3.jpg http://www.ent3d.com/m16.jpg

Homepage: www.ent3d.com
Email: erik@ent3d.com
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Offline , triangle, 330 Posts, Join Date Nov 2004, Location seattle, WA  
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lkraan's Avatar
Old (#2)
Fun idea to model him with his little friend.

Very good likeness of him.
His face should be a little bit less long (or wider).


Something with the anatomy of his body seems off. Can't put my finger on it and maybe it's just because his jacket and suit pants and very straight which could be a little bit more loose. He does look a bit too skinny.



You should check out Poop's tutorial on limb deformation to make sure that you won't run into problems with his elbows and knees.
http://boards.polycount.net/showflat...p;page=0#30519
Offline , polygon, 611 Posts, Join Date Oct 2004, Location Netherlands  
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demoncage's Avatar
Old (#3)
Thanks for the crits lkraan. You're right, my version is comparitively narrow.

I'll try and throw in some wobblies into the suit, or maybe texture work would take care of it. I'll experiment.

Forgot this pic last time:
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Offline , triangle, 330 Posts, Join Date Nov 2004, Location seattle, WA  
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Silva_Spoon's Avatar
Old (#4)
"You wanna play ruff?... Say hello to my lil'friend!"

I love it so far you got a pretty good likeness to Pacino. The texture sheet looks more like him then when its applied to the model. Tug those verts around and see what you come up with.
-Bryan Silva
Offline , spline, 149 Posts, Join Date Oct 2004, Location Vallejo CA  
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demoncage's Avatar
Old (#5)
Silva Thanks for the feedback. Like you both said, I need to play around with the head structure a little more. Here's an update: Played around with the skin tone, tweeked the UV's, shrunk his irises, and tightened up some of the facial anatomy. I've sized down the texture to 256x256 as this is what it needs to be.

I think its starting to resemble him more. What do you guys think? Obviously I need to do something about that bowlcut.

Later.
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Offline , triangle, 330 Posts, Join Date Nov 2004, Location seattle, WA  
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usagi's Avatar
Old (#6)
the arms and legs have way too many sides, its a pretty good likeness i think that using alphas for the hair over his forehead would be a good idea, instead of a solid chunk of hair. i think the whites of his eyes should be a bit more white. good work though
hazmat.vox.com
Offline , spline, 146 Posts, Join Date Nov 2004, Location Toronto  
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demoncage's Avatar
Old (#7)
Thanks Usagi.

Yeah, I was planning on using an alpha for the hair to push slightly to one side and get some strands going. About the polys in the limbs, i'm aiming for 4,000 polys so I just couldn't see keeping them at eight sides as being appropriate.
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Offline , triangle, 330 Posts, Join Date Nov 2004, Location seattle, WA  
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usagi's Avatar
Old (#8)
then id suggest adding some more detail elsewhere, add a collar bone, maybe some more detail in his hands, adn fix his pants around his ankles. put those polies to good use
hazmat.vox.com
Offline , spline, 146 Posts, Join Date Nov 2004, Location Toronto  
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Idane's Avatar
Old (#9)
Here is a crappy paint over I did editing what I think would make it look a whole lot better

Offline , null, 11 Posts, Join Date Dec 2004,  
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Daz's Avatar
Old (#10)
Very damn cool Erik! You have the cheekbones nailed.

I agree with some earlier comments about your Pacino face feeling too long, but Im not sure I would go as far as Idanes paintover there. It feels a very long way from this:



Heres how I tend to nail a likeness:
Get yourself 3 types of reference that serve different purposes.

1) dimensional reference of the actors face.
Get an actual front ortho of the actor as perpendicular to camera with as little perspective distortion as possible. Do the same with a side. This is good for a front, but allow for youth:
http://www.maximumwall.com/gsm_celeb...pacino_105.jpg

2) Bonestructure reference.
Diffuse dramatic lighting reference for bonestructure. This helps you define the undulations in the surface of the face. Black and white works well here. eg ( copy url and paste into browser ) :
http://dagmar.punt.nl/upload/!paci.jpg

3) 'character' reference. i.e how the actor looks in character. The actual hairstyle/makeup/outfit worn for the character. e.g: http://www.posterandprintgallery.com...c/scarface.jpg
http://www.artprints.com/images/disc...e/10103258.jpg

Hope this helps. I can tell this is gonna be awesome. The texure looks absolutely spot on to Pacino. You just gotta get the geo to match [img]/images/graemlins/smile.gif[/img]
Offline , veteran polycounter, 3,571 Posts, Join Date Oct 2004, Location SF Bay area  
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EarthQuake's Avatar
Old (#11)
yes, way too many sides and not enough actual detail on the body, everything is just straight lines. Its rare that you would ever notice a difference between 8 and 16 sides in game anyway. I would model in some cloth folds and such to break up all the straight lines. And i dont think idane's paintover looks more like him at all, too me it looks less like him what you already have is a pretty decent likeness.
Offline , Moderator, 8,626 Posts, Join Date Oct 2004, Location Iowa City, IA  
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