Robinson - A character for a game project

Hello all!

So, I’ve been working on this character of mine for quite some time now. At the beginning of the year, he started out as a placeholder for my game project, I painted up a quick texture for him, and mocked up some animations, and threw him into unity.

Now, I feel I’m ready to refine the character a lot more, starting with some more interesting/dynamic hair The initial hair model was quite crude and perfectly symmetrical as seen in the image below.

And here is a rough sketch showing the direction I want to take it -

Here’s my previous progressions -

Textuing happened, See latest post.

Next I shall create and texture various weapons and accessories for him, and then animate!

Any critique / feedback is indeed welcome.

Eventually I want to end up with something like this:

Anyways, I’ll update this more later. Thanks for your time! :slight_smile:

Attachments


Hello and good evening!

First of all, I like the direction you’ve taken your character.
Personally, I would condense things down a bit to make unwrapping a bit easier. To explain why a bit: I feel the main factor to making such a decision is how important the look of your character is to you and the game you’re working on. If you can get by with a bit simpler model, then consider condensing things a bit. However, if your game requires higher quality and precision in the graphics, you might be better off doing what you can to meet those standards.
In the case of my game, the standards don’t require triple A graphics, so I have a little wiggle room to do as I please, and that’s why, if I was working on this character, I would choose to make unwrapping a bit easier. Most times, I can’t justify a headache for better looks, lol.

I hope this helps a bit, and that you have a great day!
-Matthios

Thanks for your input Matthios, and yeah I think I will merge some of those strands in the back a bit. I just need to figure out the best flow for the strands to follow.

I also realized that the overall silhouette is rather weak, so I’ll need to address that as well.

  • Will update as soon as some significant progress is made.

The area in the front of the hair looks a little odd. Though that could just be the lighting. check for doubled verts and correct normals just in case.

over all its a good design. i guess the question of detail comes down to the camera angle you plan to use. if the player will have the option to zoom up close to the back of the characters head, you need to keep things interesting. but if you plan to keep minZoom out a few meters. you could stand to simplify it a bit. i wouldn’t worry too much about unwrapping difficulty. you can play with seams till you get something that lays right and allows you to paint it nicely. its a step you only have to do once and should take your time on anyway.

good luck. Look forward to seeing your progress!

Are you referring to the larger curl to the left, or the smaller curl to the right? cause I’ve been tweaking the smaller one quite a bit and it still doesn’t seem satisfactory. Or perhaps you were talking about the entire front of the hair?

The game will be a side scrolling platform game, and I plan on having the camera zoom into the character on certain occasions, (during cut scenes for instance). I don’t think I’ll have too much over the shoulder play, although I won’t leave it out of the realm of possibility.

Yeah, once it’s done it’s done at least. The Hair prolly won’t need to deform much either. The face on the other hand, I’ll need to unwrap again because I stretched it all up. :stuck_out_tongue:

Anyway, thanks for the input. Cheers!

I also edited the main post with updated screenshots.
More updates to come…

Added More screenshots to the first post.

https://dl.dropboxusercontent.com/u/38920518/Web%20storage/Anterra/rh_04_fn.png

Well, I was hoping to update this thread earlier, but oh well.

Lets see, I made several minor changes to the mesh. One being the decision to make the cheeks smoothed out (versus the ugly pointy ones). I also made quite a bit of changes to the clothes, made the pants baggier, the boots um… different, and plenty of other changes I’ve forgot about.

And then texturing happened.

Like I said above, I was going for a sort of comic style look (Borderlands, Walking dead, etc). In the engine I’m using, (unity) I have a shader that will handle the the cell shading / outline rendering. Things like the hair have more definition with the extra outlining.

I dunno, I’m thinking I went a bit thick on the wrinkle lines on the clothes.

Also obvious untextured things are obvious. I’ll get to those later.

I’ve already rigged him, so after I wrap up textures, I’ll need to work on animation.

Images Incoming!

https://dl.dropboxusercontent.com/u/38920518/Web%20storage/Anterra/rh_05_pose2.pnghttps://dl.dropboxusercontent.com/u/38920518/Web%20storage/Anterra/rh_05_pose1.pnghttps://dl.dropboxusercontent.com/u/38920518/Web%20storage/Anterra/rh_05_pose4.pnghttps://dl.dropboxusercontent.com/u/38920518/Web%20storage/Anterra/rh_05_pose6.pnghttps://dl.dropboxusercontent.com/u/38920518/Web%20storage/Anterra/rh_05_pose5.png