Game Character Creation
UV mapping, modeling and tveaking on the character mesh
This week i have been modeling and uv mapped the weapons and belts for the character, i have also uv mapped all other things but not the character and the ear. So next week i will uv map the character and ear. Begin to texture the weapons and all other stuff. Have also tveaked on the characters face because i wasn’t satisfied with looks of her face before. I haven’t done something yet about the hair but i come to conclude that i will do a mix beetween mesh and planes to create the hair…
- Starting to look very good now :) I think you should define the lower lip a little more. Look at some female lip photos. The shape is very soft toward the lower-middle chin. The breasts are still a little hard, it looks like they are made out of stone. You should lower them to show them as soft, let them be affected by gravity. The shoulders are seems a bit wide now, something seems to be wrong with the muscles. The forehead should be flatter, and maybe a little wider. Maybe you should add a small "nyckelben", but you could do this in texture also. You would save geometry.
- Very good geometry on the gun, you don't seem to have any unnecessary edges. On the knife however you have quite a few. Some small detail could easily be made in the texture stage, also the edges that is not contributing to the shape is unnecessary. On objects like this you dont have to model them out of one primitive. Its smarter to make the different parts out of many smaller primitives, then merge them into one mesh. I will show you an example with the sawblade. On a character however (that will require rigging), you should be careful about merging to many models together, but this depends on what engine you work with.
- There is nothing wrong in haveing some extra edges on a model, as long as you are within the limit the project require. If you know the scene can take the extra geometry, its a waste of time to remove them. Often low-poly takes more time than high-poly. However, its good to know what edges to remove if you need to optimize the scenes geometry. I will post an image in the next post, where I show with red lines what edges I would remove.
- Also make sure you delete the faces on the inside of the gun or sawblade. The faces that will never be visible in the game. This is how I would optimize the sawblade: http://www.nickelroy.com/cliff/cliff02.jpg
- It would be nice if you posted your UV spaces. Also a screenshot of the models with a "checker test" shader. This way we can se the UV space in action.
- Hello Rickard
I'm not sure if you're after a realistic look on her or something else. But I made a paintover showing what you could do to improve some aspects of her. I'm no anatomy expert, but what I would say could improve her is lowering her eyes and nose, taking them closer to the mouth. Then maybe give her more of a jaw and some more chin, but just a little bit. The ear could get slightly bigger as well. Slightly.
Also, keep in mind that eyes are placed in the middle of the skull so her head needs to be pushed down some too if you do lower them.
She also needs her collarbones. :)
Keep on trucking!
Posted by Mikael Andersson on 02/27 at 03:31 PM
- Thanks dudes for the feedback, i have figured about what's wrong with the character and you spiked it for me. So i i will upload the uv maps and textured weapons. And i'm going to correct the character after your paintover Mikael and look at some anatomy books :)