GSTYLE CHARACTER REEL

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GSTYLE CHARACTER REEL

Post by v_wrangler on Fri Apr 24, 2009 7:27 am

First topic message reminder :

Here's a compilation of our Sapporo studio's 3D Character Reel. We do all aspects of Game Art Development and that includes 3D Modeling, Texturing, Mapping, Skinning and Character Motions. I'll post the Environment Reel later on.


GSTYLE CHARACTER REEL from the vertexwrangler on Vimeo.

We hope you'll like it.

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Re: GSTYLE CHARACTER REEL

Post by Akira on Thu Apr 30, 2009 2:14 am

thanks sir vertex, lucky them.. Smile

another question pa po sir...
anu po ba ang usual workflow na ginagamit niyo when it comes to character modeling...??

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Re: GSTYLE CHARACTER REEL

Post by v_wrangler on Thu Apr 30, 2009 2:35 am

Akira wrote:thanks sir vertex, lucky them.. Smile

another question pa po sir...
anu po ba ang usual workflow na ginagamit niyo when it comes to character modeling...??


There really is nothing special.

We all start by loading the character sheets in the vieports. These character sheets are 2D drawings of the character designs. They are usually sketches of the front or side view of the characters. For real life characters, usually these come in as photos which we load in the viewports and start roughing up the figures in 3D using either boxes or splines.

Once the models are done, we start unwrapping the objects and the resulting mesh layout are exported and brought to Photoshop as guides for texture paintings. Once the textures are made, they are mapped and checked for seams and made sure to look good at all angles.

Once we have a mapped 3D model, we now start skinning using either Max's default SKIN or PHYSIQUE. We seldom use envelopes but rely mostly on the precision of vertex weights either by painting or dialing up numbers. Skinning is the most critical process and requires a lot of trial and errors to make sure that there are no geometries taking weird shapes during extreme poses. This usually appear at the parts that bend like the crotch areas or the armpits or the elbows and necks.

To test the skin, we always load an animation file to the skeleton. This animation file does nothing but move the parts in quick extreme poses. This allow us to see the effect of the skin without having to rotate or pull animation controls. While we can check them in the viewports - we also export them to the target game platform using the game dev kits. We move them around, animate within the game emvironment to see how they may look as a final product.

There are many more processes that I have left but basically this is how we do it.

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Re: GSTYLE CHARACTER REEL

Post by Jeffrey on Fri Mar 26, 2010 12:51 pm

Nkaka mangha sa maka gawa din ako ng gnyan!

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Re: GSTYLE CHARACTER REEL

Post by fpj999 on Fri Mar 26, 2010 12:58 pm

nakakaiyak sana marating ko rin ang ganyang quality ng work T_T

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Re: GSTYLE CHARACTER REEL

Post by lobsang rampa on Fri Mar 26, 2010 1:59 pm

vertex wrangler....sir....hands down.....gusto kung ma.inspire..pero 'di ko maiwanasang mag-isip....parang ang hirap gawin nito...superior, sir. Smile

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Re: GSTYLE CHARACTER REEL

Post by anthony_als on Sun Mar 28, 2010 11:14 am

brings back my addiction to games, hehehe, impressive master v. ang galing team nyo, kakabilib wave post more sir, galing ng motions tlaga, entertaining.

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