Post news Report RSS Weekly Update #23: Main Character Model Is Finished and News on the Target Demo!

Hey guys, this week brings the long-awaited finish of Kyle, our main character, well, at least his mesh. Inside this update you will see a High-Poly version of Kyle and also see some news about out target demo's progress.

Posted by on

Hey guys, this week brings the long-awaited finish of Kyle, our main character, well, at least his mesh. Inside this update you will see a High-Poly version of Kyle and also see some news about out target demo's progress.

Kyle is Finally Coming to Life:
It has been long-awaited by staff and fan alike for the reveal of Kyle, in his finished mesh form. So, rather than bore you with words, I will just let you feast your eyes upon him.

Main Character High-Poly Render

The Target Demo's Progress:
This week, in addition to finishing Kyle, we finished up the first version of the script behind the target demo and also some work on a mood-setting music piece for the script, so our composer can get a feel for the music that will be needed in the final version. I have also gone into the shell of the level and changed things drastically because, after our composer (who is also a good writer) edited the script heavily, I realized that I wanted a different layout for the second half of the level, so I fixed it so that I can now make that second half perfectly. In addition, our artist, Elliot, is hard at work making some new assets which we may show sometime soon.

What to Expect From Us Soon:
We have several nice concept (including some SMG's) to share, but we may also want to share some props or maybe something else entirely. But it will be good, so stick around for next week.

That is it from us here at Leatharian Studios, have a good day and we will see you again next week!
--Millan Singh aka fragfest2012

Post comment Comments
WNxKraid
WNxKraid - - 225 comments

Not bad for the start, but you should look up totorials about hard surface sculpturing techniques.

There are a lot of dents in places where they should not be and the armor parts shouldn't have such smooth transition with the underlaying parts.
ATM everything looks a little molten together.

Reply Good karma Bad karma+4 votes
SinKing
SinKing - - 3,119 comments

Couple of things with this:

- it' be best to separate head + body to focus discussion on the relevant parts (the head has more anatomical issues than the body)

- Don't sculpt that amount of detail on the higher levels if your basemesh is still not finished. Learn hardsurface techniques from this good site, e.g.:
Mudboxlive.com

-> if you have that much dents and errors you can subdivide the mesh and iron it out in the next higher level.

- be aware of clipping and animation. The kneepads will clip into the leg. They need some distance from the body.

- make separate meshes for utilities/props. I think that may be necessary to do for the shoulders and some of the leg armor.

Overall: a decent start, but done without much preparation. The body could have some more volume to show where armor parts are really sticking out. It's a good prototyp for the actual model and before retopology begins I would think about a few of those things that cause errors now.

And when you work on the head, use rotoscope options and look at a lot of reference. The shape of the head looks different from an angle, so I can't see much of it now. But it looks like you are sculpting too flat. Remember the skull with its bone structure underneath. I'd say you are about 20% done with your work on the character and need to revise some of your current work for fixes.

Reply Good karma Bad karma+5 votes
SPY-maps
SPY-maps - - 2,906 comments

at first site the model looks super, but when i looked a bit longer at it i started to see that the head is not that realistic as the body is, the body is very well shaped! but the head, or specialy the face does look less realistic, specialy the eyes didn't had any real depth to me.
but, don't get me wrong, i can't model at all so its always better as what i could make as a mapper.

i have read with great interest the comment of Sinking and it seems that he knows exactly what he is talking about so i should take his advice to hart. i can understand that it maybe isn't nice to hear such a comment, because i can imagine that you where quit pleased with the model already, and you should. but it could be even much better, and that is worth the time and effort i think, to look in to it even better.

success,
leon

Reply Good karma Bad karma+3 votes
fragfest2012 Author
fragfest2012 - - 888 comments

Thanks for your comments guys, I will pass all that on to our character artist.

Reply Good karma+2 votes
YamahaAlex37
YamahaAlex37 - - 49 comments

You got some really in-depth critique, don't take that as a bad thing, 90% of people (non-modelers) like me would just think this looks AWESOME! High quality, nice work!

Reply Good karma Bad karma+3 votes
SinKing
SinKing - - 3,119 comments

Yeah, take it the right way - as encouragrment...maybe as a warning too. I'm doing the same work at the moment and did all of the things I described wrong the first times around, too. Characters are a lot of work and sculpting is already difficult, without having to go back and fix things.

Reply Good karma Bad karma+2 votes
fragfest2012 Author
fragfest2012 - - 888 comments

Yea, I always love feedback, and, like I said, I passed it on to our character artist.

Reply Good karma+1 vote
senntenial
senntenial - - 521 comments

I learn a ton myself just listening to the pros critique you guys.
And awaiting to see the SMG's... Hopefully your weapon modeling will be better than last time, haha.

Reply Good karma Bad karma+1 vote
fragfest2012 Author
fragfest2012 - - 888 comments

The SMG's are not modeled, just concepts right now.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: