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created Soccer Guy
on 06-19-2010 06:05 PM
In an effort to get back into using Max (haven't used it in several years) I thought I'd make a simple model. I'm not a huge soccer fan, but I thought the World Cup might be a good opportunity to do something outside of my comfort zone:
I made a bust of this fictional character from Morocco (even though they didn't make it to the World Cup this time around). I considered doing more busts for a bunch of different nationalities... we'll see. 
Last edited by haikai; 08-11-2010 at 09:19 AM..
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, polygon,
606 Posts,
Join Date Mar 2010,
Location Redwood City, CA
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Top-notch texturing work. I´d really like to see some more busts.
portfolio - available for freelancing
" Inter arma silent musae"
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, triangle,
272 Posts,
Join Date Dec 2006,
Location Slovakia
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One of the eye balls needs to be flipped, the highlight wouldn't be mirrored like it is now.
its kinda weird how you did the eyes for the model.
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, polycounter, lvl. 13,
7,070 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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Brilliant texturing!
YOu just motivated me to go work on my low res model! 
 Show meh a wireframe, BITCH!
My blog
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, polycounter,
957 Posts,
Join Date May 2008,
Location Pakistan
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ace
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, polycounter,
1,048 Posts,
Join Date Jun 2008,
Location Kirkland, WA
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Apart from the mirrored eye i can't really nitpick, great little model+texture dude. It'd be nice to see a full character textured to the same standard but more busts is also good  . Did you use a 3d painting app or is this all photoshop?
Last edited by tda; 06-20-2010 at 04:13 AM..
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, triangle,
315 Posts,
Join Date Apr 2007,
Location Sheffield, UK
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howcome you've got the uv's rotated at an odd angle for the face, would that be harder to paint?
or is it just the fact makes uv's tighter
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, polygon,
603 Posts,
Join Date Nov 2008,
Location Sydney, Australia
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This is superb, very inspirational work.
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, dedicated polycounter,
1,421 Posts,
Join Date Jan 2008,
Location Vancouver, BC
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nice stuff  the hair is really nice .. maybe could use a bit more contrast though
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, card carrying polycounter,
2,125 Posts,
Join Date Oct 2004,
Location munich, germany
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yeah, I would love to see more! Great Work!
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yea, fantastic work. like rollin said here - some deeper touches of dark would go along way to push the contrast on the hair.
also - the decision to separate the eye itself results in the faceted outline of it. considering its the focal point, you might want to avoid it. maybe it would be better to include some surrounding white - which blends more easily - and have the eye smoothly circular. from game-production POV usually the entire eyeball is separated anyway for animation purposes, which would also fix this issue
The avatar tells all
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, dedicated polycounter,
1,887 Posts,
Join Date Nov 2004,
Location Israel
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Thanks for the feeback, everyone.
Quote:
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Originally Posted by ZacD
One of the eye balls needs to be flipped, the highlight wouldn't be mirrored like it is now.
its kinda weird how you did the eyes for the model.
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You're right about the (un)flipped eye. These screenshots were straight out of BodyPaint, and I had neglected to flip one of the eyes. As for how the eye is actually made, I've always thought separating the iris/pupil out was a good compromise to enable the effect of moving eyes while retaining low polygon counts and textural freedom around the eye area. I've seen it used in a few games here and there, and while it does look awkward in a still, it fares a bit better in motion.
Quote:
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Originally Posted by tda
It'd be nice to see a full character textured to the same standard but more busts is also good  . Did you use a 3d painting app or is this all photoshop?
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As I was making this I couldn't help but think how cool it would be to see an NBA Jam-ish type soccer game with stylized characters. Smaller field, fewer players, really flashy moves. But that's just another pipe dream.
I used mostly BodyPaint (3d painting app) for the textures, and some Photoshop here and there.
Quote:
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Originally Posted by sampson
howcome you've got the uv's rotated at an odd angle for the face, would that be harder to paint?
or is it just the fact makes uv's tighter
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It's mostly to pack the UVs as tightly as I could. I often don't care much for how UVs are oriented unless there's some sort of technical or planning reason. If I were strictly painting in Photoshop then I would definitely try to make things easier on myself and straighten those shells out, but seams and awkward angles are much less of a concern for me in BodyPaint.
Quote:
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Originally Posted by rollin
nice stuff  the hair is really nice .. maybe could use a bit more contrast though
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Thanks, I agree.
Quote:
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Originally Posted by shotgun
also - the decision to separate the eye itself results in the faceted outline of it. considering its the focal point, you might want to avoid it. maybe it would be better to include some surrounding white - which blends more easily - and have the eye smoothly circular. from game-production POV usually the entire eyeball is separated anyway for animation purposes, which would also fix this issue
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You may be right about adding some white to round out the edges. I was thinking that white edges would look odd when rotated at certain angles so I left them, but those situations would be rare anyway.
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, polygon,
606 Posts,
Join Date Mar 2010,
Location Redwood City, CA
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*football*
but yeah it's looking good so far. love the textures.
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, spline,
218 Posts,
Join Date Apr 2010,
Location England
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Haikai: There's a couple NBA Jam type soccer games with stylized characters like Sega Soccer Slam and FIFA Street.
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, spline,
243 Posts,
Join Date Feb 2010,
, polycounter,
957 Posts,
Join Date May 2008,
Location Pakistan
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That's a really nice model, pretty much got blown away by your texturing abilities, really great stuff.
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, dedicated polycounter,
1,644 Posts,
Join Date Sep 2009,
Location Sweden/Malmö
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I was wondering...why not use a plane instead of x-sided circle?
 Show meh a wireframe, BITCH!
My blog
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, polycounter,
957 Posts,
Join Date May 2008,
Location Pakistan
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Quote:
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Originally Posted by Kewop Decam
There's a couple NBA Jam type soccer games with stylized characters like Sega Soccer Slam and FIFA Street.
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You're right. That's pretty good reference so thanks for mentioning those games. Goes to show how much I keep up with sports games  . I suppose I meant to say an NBA Jam type soccer game made by myself, hehehe.
Quote:
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Originally Posted by butt_sahib
I was wondering...why not use a plane instead of x-sided circle?
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Well, using a plane could get awkward because at that point you'd almost have to use alpha. I was planning the model to not use any alpha at all, and it would be rather wasteful to only use it on the eyes. This was intended for a low spec game where the characters might only be using one single-sided material. You wouldn't want to use a single alpha material on the entire character either, and simply avoiding alpha if possible is always appreciated for performance. At least, that's how I understand it  .
I could be totally wrong about this whole eye thing as I've never actually had to use it in my job. It's just something I have seen used before (the human female eyes in WoW being the main example I can think of right now).
Last edited by haikai; 06-21-2010 at 09:04 AM..
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, polygon,
606 Posts,
Join Date Mar 2010,
Location Redwood City, CA
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nice work
draw without greed
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awesome texturing! really well done.
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, triangle,
344 Posts,
Join Date May 2008,
Location Los Angeles
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