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#1 |
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Registered User
Join Date: Sep 2008
Posts: 26
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Biker Character - Realtime game art
A biker character which was a test bed for some techniques I wanted to try out.... and as such took a looooong time to finally get round to finishing!
The character is a realtime viewport capture from MAX using realtime shaders, AO, realtime shadowing and an anisotropic shader for the hair with the background and minor post work in Photoshop. The polycount comes in around 14,000 for the character with full hair and weapon. ![]() And a turnaround shot from 3DS MAX so you can see what it looks like realtime in the viewport ![]()
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Industry Experienced Freelance Character Artist |
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#2 |
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starting
Join Date: Jan 2010
Location: Florianópolis - Brazil
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Veryy cooll man! Nice details and proportion!
Last edited by Marina Benites; 18-05-2010 at 06:24 PM.. |
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#3 |
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Registered User
Join Date: May 2009
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Perfect Job!!! This is how next gen characters should look like!!! Can you show us some textures and wireframe?
![]() Is that a 2048x2048 texture? |
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#5 |
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Knowledge must be free
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i say, Sick!. But you say the character looks like that in your viewport. I doubt that. The guy itself is awsome. This deserves frontpage!
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Latest Projects: The Lost Jungle " In Progress " The Chamber Of Oceans " In Progress " The Sunflower Fountain Final The Sunflower Fountain " In Progress " Homepage: Home Of Tjerk Otten |
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#6 |
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Registered User
Join Date: Sep 2008
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Thanks for the replies guys- glad you like it
![]() @tjerkotten - the turnaround shots are straight from MAX viewport as stated - no reason for me to lie! I used Laurens Corjin's Xoliul shader for the body and head and a proprtietary anisotropic shader for the hair. The first shot has had post work added in Photoshop though as stated. The realtime AO, and shadows were turned on in the viewport and there were a few variations of the shader used on the body in one multi-sub material so that some areas could have reflection maps/ high or higher spec values than others and give a nice range of materials to the whole character - other than that no trickery ![]() @Fabio Brasilien - Its using 2048x2048 textures for the head, 2048x2048 textures for the body and a 1025x512 for the hair - pretty intensive but I wanted it to hold up well for facial close-ups. It's not going to be used in-game so I didn't need to optimise too much!
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Industry Experienced Freelance Character Artist Last edited by fat_cap; 18-05-2010 at 08:21 PM.. |
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#7 |
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Registered User
Join Date: Jun 2008
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Really nice. Work excellent detail and the mats are ace.
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#8 |
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General Monkey
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Superb work of the character, especially the texturework, but is it me or is this guy short? If that's the way you intend him to be then that's ok, just wondering
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#9 |
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Knowledge must be free
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[quote=fat_cap;791315]Thanks for the replies guys- glad you like it
![]() @tjerkotten - the turnaround shots are straight from MAX viewport as stated - no reason for me to lie! I used Laurens Corjin's Xoliul shader for the body and head and a proprtietary anisotropic shader for the hair. The first shot has had post work added in Photoshop though as stated......QUOTE] I have never seen such a high quality model with shadows, lighting and everything in the viewport. If you say its looking like that with the use of some plugins, i believe you. Only i have never seen it like this in a studio or online. Great job!
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Latest Projects: The Lost Jungle " In Progress " The Chamber Of Oceans " In Progress " The Sunflower Fountain Final The Sunflower Fountain " In Progress " Homepage: Home Of Tjerk Otten |
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#10 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
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*cough* share the shader *cough*
![]() it looks brilliant mate, the texture work is superb. I was thinking his limbs were a bit short at first but actually I'm coming round to the proportions now. ill give it some stars i think ![]() |
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#11 |
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Registered User
Join Date: Sep 2008
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Glad everybody is liking it - it's nice to get such a good response
![]() The character is meant to look squat and powerful - the proportions went through many revisions until I settled on the final ones and is something that a lot of people had an opinion on! @poopipe - The shader I used for the body and head can be downloaded here http://www.laurenscorijn.com/viewportshader - the page gives an overview of the effects and material slots it has - as you can see you can get some pretty snazzy effects with it! Turn on realtime shadowing, viewport AO and crank your videocard AA settings upm and you will get a similar setup to what this guy was captured in. The hair shader is just an updated version of one of the meterials that come with ShaderFX - just tweaked to add alpha blending to the sorting and a diffuse slot as far as I can remember - nothing fancy.
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http://www.SamChester.co.uk
Industry Experienced Freelance Character Artist |
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#12 |
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General Monkey
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Thanks for the info about his size, you can tell alot of hard work went into creating him, love the style such a cool character
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#13 |
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looking for job...
Join Date: Mar 2008
Location: France
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very nice project! I've already seen it on ZbC !
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#14 |
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Registered User
Join Date: Nov 2009
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Really nice model. Very rough and tumble feel to him. great work!
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#15 |
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Registered User
Join Date: Feb 2010
Location: France
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Really like this model. Your work on textures is excellent !!!
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