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axl99 — CHARA CONCEPT - 3d model phase

Published: 2009-12-06 04:53:11 +0000 UTC; Views: 2677; Favourites: 17; Downloads: 0
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Description This is the character I've been modelling for class.

My very first serious attempt at a character model.

It's still not done yet as I need to add her hair and fix the texture and normal maps before I get into the rigging phase.

Clocking in at 3700 quads without the hair, which would be roughly 6-7k tris.

I've made so many mistakes modeling this and redoing steps here and there, but after Zbrushing the model for the nth time I think I'm starting to get the hang of it.

The process went like this:
- do a low res model in 3d max
- bump up subdivisions in Zbrush and sculpt away
- use XNormal to render out normal maps
- stick the normal map on the low res character in 3dMAX
- fix normal map in zbrush and or photoshop
- rinse repeat

Although this is a great way to learn how to model, one of our teachers said that it was the crappiest way to do it professionally in games for a number of reasons. Ah well. It'd just be nice if we got to learn another workflow or spent a day or two in class to see how other modellers do their edge loops.
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Comments: 21

Camenae-della-notte [2010-10-07 18:33:19 +0000 UTC]

My prof just showed off this model in class today! We're starting the concept art for our characters this week, got any tips for final models?

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axl99 In reply to Camenae-della-notte [2010-10-08 04:10:04 +0000 UTC]

Yeah. Don't add hair if you're not feeling suicidal.

.. By the way, was your prof Dan Stopnicki?

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Camenae-della-notte In reply to axl99 [2010-10-09 05:23:48 +0000 UTC]

Yup! I think he is the program head as well. He showed us 5-6 models from past classes and when I saw yours I instantly recognized it from deviant art, small world. I'm pretty psyched for this project, we're supposed to be getting into Zbrush in two weeks

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photomaker123 [2010-05-28 06:35:38 +0000 UTC]

really nice job !

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Strayfish [2009-12-08 15:27:32 +0000 UTC]

Looks great so far. As people above have said, that face looks a bit awkward right now, but I'm sure you'll work it out. Otherwise... I'm terrible with 3D programs so I'm not sure I can offer any meaningful critique!

Looking forward to more, I've been enjoying watching your progress with the course

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Moyer [2009-12-07 13:25:23 +0000 UTC]

That's a great first character, Jess. Was the character done just for a basic sculpt or was it going to be used for something.

Honestly, I usually just work a long time on having an excellent base mesh/topology (depending on resolution) before bringing into Zbrush.

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axl99 In reply to Moyer [2009-12-07 15:21:40 +0000 UTC]

We're going to rig and skin the character for another school assignment so it all ties in together.

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Hungrysparrow [2009-12-07 00:28:04 +0000 UTC]

Nice work, I really like the layered hair. I have problems when trying to get the normal maps back from Zbrush whenever I've tried it.

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R62 [2009-12-06 22:31:39 +0000 UTC]

Awesome job, I'm starting out in 3D too using Maya. I should really look into Zbrush myself lol

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ShikaruOC [2009-12-06 10:58:22 +0000 UTC]

and now the big question is: did you have any triangles?

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axl99 In reply to ShikaruOC [2009-12-06 14:34:45 +0000 UTC]

Yes.

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Hedrus [2009-12-06 10:25:43 +0000 UTC]

I think the area that needs most rework is the face but for your first 3D character it's a great start.

I am curious about what method your teacher thinks is the correct one for game art creation. What you listed wasn't super detailed but it isn't far from the methods I've used in making game characters and all the people I've worked with. I haven't really gotten into Xnormal but that shouldn't be the reason to say your methods are wrong. Maybe you are going back and fourth to much? There should be clear phases of character creation. Concept, Base mesh-Zbrush, Game mesh, bake maps, texture, done... But often you willl have to go back and fourth a bit especially if you are new to the whole thing. UV layout and topology can be major reasons to have to go back and rework something. I've taught game art creation as well so I am very curious about what your teacher meant.

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axl99 In reply to Hedrus [2009-12-06 14:34:01 +0000 UTC]

In regards to methods, he mentioned the high poly to low poly process, which is what you've described earlier. The Decimation Master plugin supposedly makes re-topolgizing the geometry much easier to deal with.

The other one was to make a mid-poly model, take it into ZBrush, and then scale it back down again.

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zelas [2009-12-06 07:50:44 +0000 UTC]

wow, pretty nice for your first character! I know it's wayy better than my first dude *dont want to remember*.
Main critique I have for you is her eyes and lips, and cheekbones.

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Rocknote [2009-12-06 05:42:09 +0000 UTC]

That's cool, it must be hard to make 3D object. o_o;

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LarkIsMyName [2009-12-06 05:28:39 +0000 UTC]

W-whoa that looks really cool ;_;

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ZackRI [2009-12-06 05:08:31 +0000 UTC]

While I love the body, I don't love the face. It's a bit of the bone structure.

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axl99 In reply to ZackRI [2009-12-06 05:12:12 +0000 UTC]

It's what of the bone structure?

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ZackRI In reply to axl99 [2009-12-06 06:50:47 +0000 UTC]

how the Malar Bone is pronounced. As well as the lack of angle on the mandible. Of which is visible on the concept art but a smooth curve on the test renders/Zbrush Model
It makes the face seem a bit flat almost mask like.

Hope I was a help.

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ragweed [2009-12-06 05:04:42 +0000 UTC]

you should try using raytrace for your renders

looks great!

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gaile [2009-12-06 04:56:40 +0000 UTC]

Wow , it's nice so far! *applaud* It seems very detailed, I can't wait till you finish it

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