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Old 14-04-2012, 03:12 AM   #1
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Setschaos - Character Creation

Just starting a thread with some WIPs of a cast of MMO races that I have drawn up roughly in the sketchbook at home. Going to flesh out a male and female version of all the races I do. There will be some original races as well as some re-hashed familiar faces.

Enjoy and as always, critiques are ALWAYS welcome!

First up;

Just a fleshed out head orthos of the 'race' Hill Borne. They are part of the Conservative faction who's main goal is to preserve the world as they know it and to stop the Progressives from over industrializing and the Anarchists from mindless destruction.

*edit: Going to keep an updated model up here for now.
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Last edited by setschaos; 30-04-2012 at 01:23 AM..
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Old 14-04-2012, 03:28 AM   #2
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And I managed to scan and touch up the original doodles for the Hill Borne.
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Old 14-04-2012, 12:48 PM   #3
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nice concepts
looking forward to the 3d models
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Old 15-04-2012, 12:26 AM   #4
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And here's the final Orthos for the male Hill Borne. Used a body builder for the reference then over exaggerated the length of the arms for character.

Critiques and comments welcome. Will probably have the base mesh tonight and if I'm lucky, will have some sculpting up.
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Old 15-04-2012, 12:46 AM   #5
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BTW: Epic rock sculpting tutorial here!

Rock Sculpting in Zbrush
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Old 15-04-2012, 03:19 AM   #6
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Ok so here's another update. Got a base mesh down and a silhouette test before I bring it to zbr.
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Old 15-04-2012, 03:44 PM   #7
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Ok, here's a sculpt WIP, still a lot more detail work to do but I've fleshed out the basic shapes.
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Old 15-04-2012, 04:10 PM   #8
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yeah nice this is gonna be good
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Old 15-04-2012, 08:49 PM   #9
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Ok, here's an updated sculpt. Most of the rest of the details will be in the diffuse. Will have a retopo'd update and a UV unwrap by tonight. Hopefully I'll get to the actual diffuse itself.
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Old 16-04-2012, 03:38 AM   #10
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For some reason, Topogun is throwing a fit tonight... Crashing and flipping faces on me all night... It's tiresome, but I've made a little progress of note anyway. In the image here, the model is sitting at 2.5k tris. So I figure mirror for 5k, toss in the hands for maybe another 800 or so for both, then the back for 1500 should bring it to a little under 7.5k polys.

Still have the hands to do then I will either unwrap or make the rocks for his back first to make a better judgment of UV placement.
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Old 17-04-2012, 03:43 AM   #11
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Low Poly NM Bake. I have self illumination up to about 65 hence the softer render. I'm hoping it will make my hand painted diffuse pop that much more.

Also attached a wireframe. Model is sitting at about 8k tris. A little higher than I wanted but still within Game Art competition standards so It's within my limit. Still have to make his 'wings' or spikes out of his shoulders and then I'll design various types of armor on separate texture sheets.
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Old 17-04-2012, 04:33 PM   #12
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Quick diffuse update. Still playing with it. I want to make his facial features a little sharper to bring a harder look. Right now he looks like soft rock... more like sand. Will work on that tonight.

Edit: Update- Still not happy with it, but it's getting there. Changed the color scheme a little bit. Will put more work into his 'scar' for the next update.
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Last edited by setschaos; 18-04-2012 at 12:12 AM..
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Old 19-04-2012, 12:07 AM   #13
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Quick Update, nothing special, haven't gotten a lot of time to work on it lately. I'm starting to look at the back rock as a huge animation obstacle and may rework the design to have it as a bunch of separate pieces so they can allow his spine to actually work...
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Old 20-04-2012, 03:30 AM   #14
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Ok so here's the diffuse update. Pretty much all set with his basic diffuse. Still a bad stretching issue on the outside of his index fingers, but no big deal, I'll futz with it later. Here's a few .jpegs and a VIDEO for the turntable render I did.

Fire away with crits and advice please!

Next step is rigging and finishing off the mouth to make it move-able. Then moving on to his three classes and their armor/weapons as well as different skin color options.
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Old 24-04-2012, 01:53 PM   #15
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Ok, been a couple of days. I spent that time completely redoing my topology. I was unhappy with the amount of tris in the model with so little going on in the actual silhouette. So I redid my low poly mesh and tightened up all of my UVs as well as organized them in a better manner.

I decided to scrap the old texture and start from scratch with a much better AO map generated from topogun.

I skinned my model with biped and physique and went ahead and posed him. Still have the rest of the diffuse to paint, but here is an update with the new wire frame (4k instead of 8.5k) and a really loose paint over of where I'm headed with the model.

Edit: Tossed in a grab of my rig. Nothing fancy, just the biped. If I get around to actually doing some animation loops for him, I'll spruce it up with sliders and dummys.
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