Who knows what you'll find?

Thursday, November 19, 2015

Custom Model: Omen - The Scrapped LoL Champ

So I just started working on a new model earlier today/yesterday (depending on your time zone). It's Omen, a scrapped champion from LoL

Pretty much all the sources I'm using:


Non-turbosmooth'd


Turbosmooth'd


I will be adding control loops near all the joints plus touching up his body pretty much everywhere. I'll also be remaking his "hands"/"feet" as they came out terrible and I messed up big time.

Stuff like spikes and an actual face will come later. But I'm kinda happy how far I got in about twenty minutes. Much better than previous attempts at making models. It's probably because he's not as complicated as other characters.

That's it for now!

Wednesday, November 18, 2015

Custom Model: Metal Gear Solid V - Sneaking Suit

So, I think I've shown this off before, but I scrapped all of my previous work and started over. This time, I started with a self made model reference sheet to make sure I got my proportions right.

To be completely honest, that's all I really needed it for. All the other details are completely possible to make using reference images off the internet. Plus, I'd like to think that I learned a lot from when I first started, so I think that's helped the quality of the model lol.

Old:
New: 

You might wonder "Why did you start over?" Well, the biggest reason is that I screwed up. Somehow, I lost some work on a version of the old model and all the modifier stacks were baked into the model, so I could change old geometry. So, I decided to scrap all my work and start clean. Less chance of stupid things happening, plus I started saving after making large pieces of his model (all straps made plus some buckles and then I make a save, etc).

Aside from major material differences (color, specularity, and glossiness to be specific), the new model has less of a defined chest and more of a belly. I'll probably use a FFD modifier to edit the proportions of the waist a bit so he doesn't look as fat. The forearm is also much less defined - although it was over defined in the old pic - I'll most likely change it so it's more muscular after I add another edge loop on the underside to add more bulk to the arm.

Something else that I'll be editing is the dark grey material that's above the light grey body, but under the black kevlar-esque armor. That's going to be modeled into a small vest that Big Boss wears under the Kevlar and it helps define the shoulder area a bit (at least I think it does imo). 

There's still more detail that needs to go on top of the front, such as straps and whatnot. As a comparison, here's what the Sneaking Suit looks like in TPP:


and here's an even better pic showing off the Sneaking Suit


Not including textures, I still have a long way to go. Need to define all of the muscles (pecs and abs), have to define the kindey cover thing (I think it covers his kidneys...), crotch pouch thing, along with finishing the hands, and the robotic arm. That's just for his upper body. His lower body needs the boots, those circle things, and knee pads. Then there's props. Although I don't think they'll be too difficult. And last but not least is the head, but there's a long way to go before I get there.

The rest of the detail that I won't be adding in 3ds Max (such as creases and stretching) will be added in ZBrush/Sculptris depending on which one I decide when I get to it. Sculptris is really easy to pick up and use, but has very few options in comparison to ZBrush. The difference almost feels like as if I was comparing GMax with 3ds Max. Although to be fair, GMax/RenX weren't that simple either so...

More about textures... they make the model. They really do. I've looked at the geometry of the MGSV models and they're incredibly low poly, at a measly 17k tris. That's insane, for a PS4 game. That essentially means the engine and the textures handle the rest. Heck, with just the diffuse textures, I could have sworn I was staring at a scrapped PS2/PS3 model. 

Maybe the low polycount is to make up for the fact that it's such a huge world in comparison to SFV, for example. SFV has the map (which is relatively detailed, but nowhere near as much as MGSV) along with the models. The models are around 30k tris - which is a lot, when my usual workload is anywhere from hundreds to at most 20k. Although there are fringe cases where I worked with 60k, and let me tell you, that's not fun at all.

In comparison, in MGSV, you have your character, optional people running after you, the vast environment, NPC enemies, buildings, vehicles, weapons, just a bunch of things in general. So it's understandable that the heavy workload would be left for the textures and engine as opposed to the model. But... just look at the pics above! There's no way that 17k tris can look that good. It's just insane. That's Fox Engine, I guess. Shame it's only going to be used for PES from now on, and supposedly a modified version of it too.

Yeah, that's pretty much it this time around. Hope to update sometime in the future with animations and stuff. Hopefully more models. I have 1-2 more models lined up to be started in the near future. I might take a break from the Sneaking Suit to start on those models to not burn myself out. But we'll see what happens.

PS: my b if I make mistakes about the whole texture/engine/model thing v: