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Published: 2012-09-05 07:57:35 +0000 UTC; Views: 8125; Favourites: 109; Downloads: 193
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Description
This is the final lowpoly version of the "Captain of the Guard" project, textured, posed & lit for presentation. On the left side shots the character is strolling around with the shield in his hand, on the right side he assumes a more combat ready pose.It's cca 12.900 tris with 1024 px wide textures used.
Created with Blender, textures & postpro in GIMP, rendered with Octane Render
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Comments: 49
rorschachrev1 [2013-04-08 03:22:18 +0000 UTC]
Would you be interested in licensing this for an HTML5 Canvas Browser game? I'm using mostly OpenGameArt.com stuff but there are gaps in what I have.
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Dinomight10LM In reply to MatejMo [2013-02-12 06:36:06 +0000 UTC]
ya but question, how did you learn to do humans?
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MatejMo In reply to Dinomight10LM [2013-02-13 11:09:53 +0000 UTC]
In this case I used a male body reference ad designed the armor pieces around it. For the face I just practiced a bit. It's not very good, but good enough for a lowpoly model
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Dinomight10LM In reply to MatejMo [2013-02-13 17:31:13 +0000 UTC]
not very good!?! its awesome!!
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MatejMo In reply to ArmoredAnubis [2012-11-13 09:53:49 +0000 UTC]
Hi. For this "productviz still render" Octane is an absolutely great tool. I could have rendered it in Blender, but because the whole project was visualized in Octane, I did the final low-poly shot with it too.
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svenart [2012-10-12 11:12:36 +0000 UTC]
looks great. Is this "captain of the guard" project a commercial game or a private project? How long has it taken to create this character?
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MatejMo In reply to svenart [2012-10-14 16:49:57 +0000 UTC]
It was done for a competition (without results, I might add )
I'm not sure about the time, but quite a lot (few hours a day for a period of a month). I first created a detailed hi-resolution model, which I have yet to post final renders of.
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Shiningpaladin [2012-09-26 01:44:40 +0000 UTC]
Wow thats a really good looking lowpoly! I never knew they can be this detailed. Then again I'm new to 3D modeling. I just learned something!
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MatejMo In reply to Shiningpaladin [2012-09-26 06:44:36 +0000 UTC]
I guess it could be called mid-poly, since the max allowed number of triangles was 15,000 which is quite high. As hardware progresses, the limits of low-poly game characters also go up.
Thank you for the comment & thanks for watching!
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Shiningpaladin In reply to MatejMo [2012-09-26 22:28:47 +0000 UTC]
Would a "mid-poly" character be okay to put in a game? Cause I hear going above the low poly limit can make your game run slow, especially when there are a lot of objects, and characters.
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MatejMo In reply to Shiningpaladin [2012-09-27 08:09:20 +0000 UTC]
That would depend on the game (and how much exactly is "mid-poly"). Take for example Mass Effect: the player spends half of the gaming time in close-up dialogs with other characters, so the characters need to be of a higher quality standard than they would be in other games where you mainly shoot at things from a distance and don't really (bother to) look at them from close.
This knight here was done for a "low-poly model competition" but I don't think the organizer intends them to be used in (geometry intensive) games, but rather in real-time animations or pre-rendered animations, so the polycount was set a bit higher.
But usually when doing game characters, you will want to make them as low-poly as acceptable. Because the amount of geometry has the biggest impact on speed.
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Shiningpaladin In reply to MatejMo [2012-09-27 09:54:55 +0000 UTC]
Ah okay. Thanks.
Like I said before I'm getting into 3D modeling, and wanted to make detailed enough characters without abusing the limit. I saw a tutorial on blender cookie that said texture can detail where poly can't. Just enough anyway. I'm of course not trying to make graphics card killer of visuals, but I do want quality, and wondered if lowpoly would leave room for the stylization I had in mind. Just wanna know how much can I get away with.
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MatejMo In reply to Shiningpaladin [2012-09-28 18:07:29 +0000 UTC]
Usually you first make a hi-poly sculpt of your character and then you do a retopology to create a low-poly version. Then you bake (create textures) the missing details from the hi-poly one to the low-poly.
You can do several retopology versions of the hi-poly model, depending on your needs.
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ChrisRedfield777 [2012-09-23 20:41:44 +0000 UTC]
Great job, agree with primantis, tough to tell that its actually a low poly !
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Primantis [2012-09-07 01:05:46 +0000 UTC]
Quite impressive indeed, it doesn't even look low poly!
You did a great job on the armor texture, among other things.
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MatejMo In reply to Primantis [2012-09-07 05:51:21 +0000 UTC]
Thanks!
I tried to use the whole limit of allowed polygon count (ended with still 2k tris to spare). I could add some more loops on the shield border & helmet visor...
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jackdude180 [2012-09-06 04:00:08 +0000 UTC]
Man this is one of the most impressive 3d moddels I have ever seen done in Blender and to that I take my hat off to you
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jgordinho [2012-09-05 23:25:06 +0000 UTC]
I love it..very very good...thanks for sharing...a tutorial someday ?
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MatejMo In reply to jgordinho [2012-09-06 05:46:35 +0000 UTC]
Thank you. A tutorial could be possible someday, though I would have to pick a specific part to talk about, because the whole thing is a broad topic...
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RealTimeBrush [2012-09-05 19:52:17 +0000 UTC]
Beautiful piece of work highly detailed and wonderfully crafted.
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thomasrussellstorey [2012-09-05 14:34:22 +0000 UTC]
Fantastic work! The mirrored textures on the cape and shield bug me a little, but not a huge deal.
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MatejMo In reply to thomasrussellstorey [2012-09-05 14:46:20 +0000 UTC]
Thanks! With the mirrored UVs I was trying to save space, cause the texture resolution limit was set quite low. Actually the whole model is mirrored.
But two headed birds are quite common in heraldry designs anyway, so this should alleviate the mirroring problem a bit.
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Ukyuu [2012-09-05 13:10:17 +0000 UTC]
Excellent job !
I'm so astounded, it turned out totally cool
Very good combat posing by the way. I'm a bit sorry there is no archery position through
Hope to see more from you !
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MatejMo In reply to Ukyuu [2012-09-05 14:00:12 +0000 UTC]
Thank you very much!
The rules were mentioning a sword & shield, so I took it safe and didn't stray from this (I actually thought to give him a halberd & sword). Also I was limited by the polycount and no bow was planed from the start. But I can always give a bow to the hi-poly version... (depending on how much time I'll have to play with it)
Stay tuned
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Ukyuu In reply to MatejMo [2012-09-05 18:35:56 +0000 UTC]
I will, sorry that I disapreared all of the sudden by the way. Got entangled in many things and suddenly had to leave DA for a while.
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MatejMo In reply to Ukyuu [2012-09-06 05:41:46 +0000 UTC]
Don't worry. It's perfectly normal to "disconnect" a little form time to time.
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Ukyuu In reply to MatejMo [2012-09-06 05:57:44 +0000 UTC]
Thanks ^^
So now that you have finished, what will be your next move ?
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MatejMo In reply to Ukyuu [2012-09-06 06:35:06 +0000 UTC]
Right now I'm refining & rigging the hi-poly model (which is a bit more work to rig for posing, since it's more detailed). Then I plan to do some renders with it.
After that I'm (hopefully) joining a major project that will span a few months, but will start slow, so I'll be able to do other stuff too. If you are still interested in commissions we can talk through PM (or email me: mo.cgraphics at gmail.com )
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Ukyuu In reply to MatejMo [2012-09-06 18:47:18 +0000 UTC]
Will contact you by note I think.
Again good job on it all
Tell us if you did well for the contest !
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DeargRuadher [2012-09-05 09:31:02 +0000 UTC]
This is just brilliant! Really professional work, congrats Are you going to use this in a game?
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MatejMo In reply to DeargRuadher [2012-09-05 09:39:57 +0000 UTC]
Thank you very much!
This was done for a low-poly char contest. I don't plan to use it in any game, but if the contest organizer will find it of good enough quality, they can purchase the rights to use it. We'll see. The contest only ended a few days ago...
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