3D Yun

Genei-Jin!!!

http://www.yu2k.de/3d/yun/geneijin.jpg

Well, I kinda cheated. Didn’t manage to do any facial expressions for him so I chose this pose. Plus, the lighting is still only rudimentary.

Hopefully I’ll get to the faces and finish him soon, I’ve been working on him for way too long already…

Thanks for all the comments, the really motivate me a lot.

That is too pimpin! Capcom should look at this and think about a 3D title.

I second that. That is really fuckin’ awesome.

If he got hired as a graphics designer that would own.

Wow. Colour me impressed. Love the pants…

And I dunno if you’re joking about Capcom should look at this n make a 3d title comment, coz Capcom probably knows more about 3d than this dude. The reason this pic looks better than those SFEX ones coz akujiki doesn’t have any polygon limitations n it’s a fully-rendered pic.

You probably know that already so uh I better be goin now…

@Mr.Twelve
I don’t claim to be the uber-graphics artist (professional, though), and Capcom obviously HAS top-class artists, skilled enough to do RE4 (look at Leon! Btw he is supposed to have about 10k triangles), but this character you see consists of 4740 triangles. It’s true I didn’t have any set limitations, so the model isn’t perfectly optimized, but totally viable for realtime gameplay usage, let alone fighting game dedicated to display only 2 characters at a time. But, the max-rendered lighting is indeed softer than what we could get on a current-generation system.

Man i love the second pic. Came ouy awesome. Wish i knew 3d.

yo I see you posted this on CGTalk as well, good stuff.

=)
Maybe we should collaborate on something, haha…I need some motivation to get on some animation.

we model
you texture
we rig
i animate
we make a cool ass fight scene.

(since I suck ass at texturing for now…)

lol whaddaya think?
-KDX-

mind if you post the wireframe on that? kinda need some help on modeling… I use maya at the moment… is there a big difference between the two softwares? sick texture and model btw

@KDX
Hehe, I posted here first because I originally wanted to post it in the “finished” section of CGtalk right away, but I realized that it’ll be still way to go so I could as well get some serious critique there before moving on.

Thanks for your words, man, but I’d better not. I’m not very consistent in devoting my spare time to personal projects. In the past, I wanted to collaborate on a number of interesting projects with friends but none of them came to any noteworthy results. Plus, I don’t know how much longer I’ll have to work on Yun and I have another face waiting to be finished - btw it’s a celebrity face and already modeled, maybe I’ll put it on another SF character :wink:

So, sorry I have to say no, due to my own problems. Thanks for the trust though.

@ThE CRoW
here you go

http://www.yu2k.de/3d/yun/cc_flatwire.jpg

To improve your graphical skills, I think dedicated forums like CGtalk.com, CGchat.com, CGchannel.com etc. are the right place to go.

word, haha I was kinda just throwin that out there anyways. Didn’t expect you to take it 2serious. Anyways, you said you get paid to do graphics work but where at??

I’m always tryin to get some industry contacts when I can.

-KDX-

DAAAAMN! Shit I might wanna take this up, wire frames always looked fun to create and build but it looks like a real pain. Beautiful textures, meign! :tup:

Are you going to make other characters? requests maybe?

@KDX
I work at Neon in Germany. I’m responsible for all character-art related stuff except animation. Just PM me for further contacts, I think we don’t have to discuss this here.

@Kandoken
Once you get the hang of it, modeling (what you refer to as “creating wireframe” ;)) is actually one of the more fun part in the process, since you are sculpting digitally and getting results instantly. Other aspects like texturing and posing require more technical preparations, the UV-applying and rigging, respectively, are what I call “the necessary evil”.

@AKPlaymaker_88
I am indeed thinking about making a Chun-Li. If you have a good idea which real person would fit on which fighting character, I may consider doing it, too. But don’t expect anything soon. Yun is not completely done yet, and I’d like to have a small break.

Cheers

damned impressive, this is really interesting stuff!
I like the pic of Yun where he’s doing the hand thing. I think that’s really great, better than the Genei-Jin one imho.

quick question - how much more difficult is getting a cel shaded look for a 3D model like this? I’m just curious.

cheers!

thanks man, I’m sorry for the bother. Looks so crazy… thanks for sharing.

rook, cel shading is actually about 40x easier than what we have here…cause it’s a procedural process…and this is handpainted in PS.

biiiiig time/skill difference.

but getting a nice stylized cel shading scheme is work too because your mesh has to be VERY clean (cell shading reveals all your mistakes and sloppiness), but not even close to the same amount of hours as hand-painting.

-KDX-

@ThE CRoW
What are you talking about? I wasn’t bothered by the question, I’d be glad to help. I’m just saying that dedicated forums would help you better. :slight_smile:

no no… lol I didn’t mean it that way… whichever way that came off lol… I understand what you meant. I signed up at cgchannel a long time ago, but haven’t checked it out in a year. seriously though, some stuff I see is so crazy that it’s kinda discouraging to even try to think of getting a job in computer animation when there are so many talented people using the software. Still trying to get the hang of polygon modeling, quite confusing for me. how long have you been using the software btw?

Depends on the software. Human and cloth textures are available by default in almost all 3d modellers, and realistic shading is the default in all modellers. Sticking a face onto a mesh is sometimes just a matter of loading up a photo. However, there are literally dozens of theories regarding how to make a decent cel shade, most of which fall a bit of expectation. The newer modellers can have a cel shading option (such as lightwave), but it still takes a lot of post-work.

agreed, but not in the same direction.

I’m the opposite. I loath modelling, especially on the prehistoric tools I use. Since I cel-shade, a small mistake or blemish in a mesh stands out like a sore thumb, so most of my meshes are extremely high poly count (150K faces). On the other hand, I absolutely love texturing, UV mapping, and post-work.

@The Crow
I’ve been using max since version 2.5 (actually used 1.2 a bit, too, while 2.5 was already out), for about 5 years now. Professionally creating characters am I since 2.5 years. It did took me a while to let the tools I need become second nature and be able to concentrate on the content I’m after. So practice, practice, practice!

Yes, it may be discouraging to see how good some people are, but try to let them inspire and incite you, since they didn’t become that good overnight, either. Concentrate on your own little progresses, because this is what counts, not what pros are already doing. Trying to help others in problems you solved in turn helps realizing how you’ve become better, too.

It’s not unlike playing Street Fighter, actually :wink: I mean some combo and tournament videos can be intimidating too…

I don’t mean to be mean, but cel-shading itself isn’t reason for high polygon counts. Wind Waker is a good example, or this character from Disgeae, done by a talented fan.

Btw, I love texturing too, definitely more than UV assignments =)