Monday, May 2, 2011

Character Modeling: Doga - D3


Oh! I was having tough luck at the crunch situation. Falling sick (couldn't even celebrate my birthday this time around..) then what more than a system crash at the final moments. Nonetheless, I have to show you about the results that I have achieved. So, here are few test renders!




A glimpse of few maps that have been baked (inside Blender) and manipulated (with awesome GIMP).





The below image is rendered using 3-point studio lighting system, but I guess I have to work a bit more on the material and shaders part of the thing. May be a specular map here and there, with different lighting mechanism.




The final poly count of this model is 4,446.


To do
: Add few more props and probably rig to give him a nice pose.
Note: The blend file is here. As I have a limited space in Dropbox, the link is temporary. Later I will upload the file (with rigged version) at BlendSwap.
Licensed under Creative Commons 3.0 Attribution-ShareAlike (CC-BY SA)

Friday, April 29, 2011

Character Modeling: Doga - D2



A little and quick update about the sculpt that have been 'almost' done, considering it as a game model and the time constraint I have. Still I will go for little tweaks here and there, will bake all the required maps and then I can jump into color (texture) and specular maps as well. 



The above high-res sculpted mesh have 6,47,795 polys, could have gone more than level 4 to get more finer details but my 'poor' computer (still on P4 - Hyper Threading, 1.5 GB of RAM) can't handle such heavy calculation. The below low-res mesh have 3,946 polys. I have meticulously removed lot of edge loops from the original base mesh, which had more than 6,500 poly counts.

Okay, here's a turn-table view of the sculpted model.
Those who have better bandwidth, please check it at 720p (HD) here.



Thank you for watching!

Monday, April 25, 2011

Character Modeling: Doga - D1



Okay, here I will be updating the breakdowns that I have used in modeling Doga (he is an Indian anti-hero character, appeared in several editions of Raj Comics. Created by Tarun Kumar Wahi, Sanjay Gupta and Manu in the year 1992)

Target: Recreate a 3D model in not more than 4,500 polys with complete texture and in 7 days time.

Note: I will be using few techniques/approach for the very first time. So, if I miss out anything or if there is a better way around, please let me know.



With the help of  Skin Modifier (thanks to Nicholas Bishop for making BMesh possible) I have build the base mesh and I am using a reference image from Andrew Loomis's Figure Drawing to get the anatomy and proportion right.



Next I rotated the arms and the limbs pivoting around elbow and pelvic joints respectively from bottom most by 45ยบ (instead of normal T-pose). This ensures that when I rig the character I get a nice deformation in/around the shoulder and groin region.




After applying the modifier, I start getting the volumes right referring few more images of the character himself, to get a nice edge flow/topology.





Added the head and the hands. For modeling the head/face, I took a reference image of this to get the folds around the mouth and cheek.




Finally, the base model (having few more than 6,500 polys) is ready. Have tried to remove redundant edge loops to make it around 4,500 but its tough situation here. May be if this character is not rigged or animated, I can remove few more edge loops from the abdominal area, knuckles, elbows and knee joints but still getting 4,500 poly counts seems rather impossible now as I haven't added the eyeballs and the details inside the mouth (with teeth and tongue) plus the props he will carrying around! Okay, found a way to reduce the polys to much lesser number. Now I am busy sculpting, will be updating in my next post.

To do: Will be sculpting on the high res model to get all the finer details, folds, etc and baking the normal and AO map. Thanks for reading.