And the Result…

The project is finished and has been presented. The MS3 files can be found in the menu to the right.

Here are some screenshots from Unreal Engine 3:

blog_final_01.jpg blog_final_02.jpg blog_final_03.jpg

Nils

Sculpt Screenshots

Although it’s been a few days since I finished the sculpt I haven’t got around to post about it until now. I think it went fairly well, I feel like I’m beginning to get used to the program and different techniques within it. There are still some areas where I had problems, but I at least know how to avoid (or minimize) them for future projects.

Well, without further ado, here are some screenshots of the sculpted high poly character.

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zbrush_blog_01.jpg zbrush_blog_02.jpg

Nils

Hard Surface Parts and Finished Basemesh

It’s been a while since I posted anything, but here at last is an update. I have been working hard producing the high poly models for my character. For the most part so far this has meant modeling “hard surface” meshes. I’m working on sculpting now and I hope to be finished with that too, soon. I’m a bit behind schedule and I have begun to realize there might not be time to do as detailed an environment as I was planning for. I’m now thinking about how to cut down on the work load. I will make a new previz with the simplified environment before I start working on that.

Anyway, I thought I’d show some of the hard surface models for the character:

hardsurface_blog_01.jpg hardsurface_blog_02.jpg hardsurface_blog_03.jpg

Weapons and riding spurs:

hardsurface_blog_04.jpg hardsurface_blog_05.jpg hardsurface_blog_06.jpg

Nils

Character basemesh (body)

I have been modeling most of the basemeshes which I will bring into the sculpting program later. I still have some work to do on various things before it’s ready for export. I also intend to model the hardsurface parts prior to the sculpting phase, so I can add ornamentation and other small details to them as well. I started by making a rough body to get the proportions of the character down. It is built to fit with the Unreal Tournament 3 male rig, so I was a bit restricted as far as body type and proportions go. I noticed that the rig has really long lower legs (to accomodate for the big shoes the UT3 characters have), something I guess I’ll just have to live with. The feet of my mesh are in fact currently a bit above the feet of the rig, I hope this will go unnoticed as the character will remain mostly stationary. Also, my character will wear boots with raised heels, which should help a bit. Here’s the body model:

basemesh_body_all01.jpg

Also, here’s the main concept sketch again (slightly updated) in case anyone has missed it or forgotten..

character_ref_upd_edit01.jpg

I’ll try to get an update with all of the basemeshes as well as the hard surface models sometime after the weekend.

Nils

Previz

A simple previz showing the layout of my scene, and a very rough idea about the lighting.

Nils

 

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