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Retribution Characters

Submitted by Kalescent on

Hi Guys,

Heres a couple of the in-game characters weve been working on from U-235's FPS Retribution, check out more about what this games all about here [url]www.u-235.com[/url].

[img]http://www.sumea.com.au/forum/attached/hazard/20056842314_Ricks_Present…]

[img]http://www.sumea.com.au/forum/attached/hazard/20056842438_Crew_Member_P…]

Submitted by conundrum on Thu, 09/06/05 - 4:34 AM Permalink

really nice work, doesn't seem to be much wrong with the modelling and the texturing is very vibrant. one niggle is the texture on the left side (his left) of the second character's face, it looks a little odd for some reason.
also, would you be able to post the meshes?

Submitted by souri on Thu, 09/06/05 - 5:03 PM Permalink

Incredible work. I totally dig the first characters face and I like how the creases in middle of the brow aren't symmetrical. Anatomy is great and I love the muscle/skin texturing and the shape of the arms & shoulders. Excellent professional quality stuff!

Submitted by Falco on Thu, 09/06/05 - 8:30 PM Permalink

Fantastic. I agree with Souri that the first guys face is realy spot on. I like his clothing as well.

A few questions though, the legs look similar for both characters, are they the same? Also, the texture for their eye's and the creases in the middle of their brow's looks similar as well, was parts on one guys texture used on the other.

Submitted by J I Styles on Thu, 09/06/05 - 10:19 PM Permalink

great job, I'm assuming these are final delivered assets so not much point on crits [:)] that isn't to say there are actually many points to crit though [8)]

They have a great solid and organic feel to them (no concrete skin here!). There are only a few niggles I could really point out without becoming pedantic. Little things like the eye whites are just a bit too white (gives them a bit of the piercing stare look like they're spacing off). the back view, the thumbs look like they're at an odd angle, and the mirroring may have been hidden better an extra poly over. Anyways, little picks, but it's looking great! great job [:D]

Submitted by Makk on Thu, 09/06/05 - 11:36 PM Permalink

Excellent stuff Troy :)
Some good texturing work as well.
Not much else to say, though maybe the second guys back looks like his lower spine is missing (there is not much furrow or whatever its called)
Good to see some of your work :)
How old are these btw?

Submitted by Kalescent on Thu, 09/06/05 - 11:57 PM Permalink

Hey Thanks for the feedback guys [:)]

Conny: Not quite sure what you mean ?? Ill see about getting some wires and things released.

Souri: Cheers dude, yup weve been brushing up on a fair bit of anatomical studies here - always so much to learn, games are the greatest medium as an artist you get to study animals, humans, plants, buildings & structures even physics and other more mentally complex topics, even most fantasy creations are based of one or a combination of those areas.
So much to learn!

Falco: Thanks for the comments, yes some parts get reused, but only a base, not simply copied for use on another texture. For example the legs are similar, though not the same, wrinkles and creases are redone to suit a different cloth material etc.

Joel: Thanks, I agree your work as an artist is never complete. Theres *always* room for improovement. One can only hope as they finish one model to improove the things they missed for the next! Thanks for the crit [:D]

Makk: Cheers Mark, they are quite recent pieces of work.

Submitted by Johnn on Fri, 10/06/05 - 2:39 AM Permalink

they are looking fantastic - it really show that you have paid attention to your anatomy. keep up the great work :)

Submitted by LiveWire on Fri, 10/06/05 - 5:28 AM Permalink

very nice. crazy poly counts and texture sizes too. such a leap over last gen of about 3000 or so tris and one map.

one question though: does that mean you had 3x1024 diffuse maps and then a normal and spec for each? or does the 3 refer to the diffuse, normal, and spec?

Submitted by Kalescent on Fri, 10/06/05 - 6:05 AM Permalink

LiveWire - 3 x diffuse 1024x1024, 3 x spec 1024x1024, 3 x normal 1024x1024.

Its not really that big at all - I've come across some amazing specs for some game characters that are up around 9 - 12 2048 sized texture sheets per character. [:O]

Submitted by Lechy on Fri, 10/06/05 - 7:22 AM Permalink

That looks great, although the mirroring is quite noticable on the back of the second guys pants.

Submitted by Kalescent on Fri, 10/06/05 - 7:55 AM Permalink

Yeah I agree unfortunatlely with a camo pattern its going to be a bit hard to slip that one past on a mirrored character. But really once its ingame and hes running around shooting at you - I dont think youll be noticing that the patterns on his pant legs are the same [:P]

Submitted by LiveWire on Fri, 10/06/05 - 7:18 PM Permalink

quote:I've come across some amazing specs for some game characters that are up around 9 - 12 2048 sized texture sheets per character.
ok, now THAT is crazy! i can't imaging why you would need all that texture space! even with your characters at 3x1024 it's a huge amount of detail, and once theyre runing around and everything you wont even notice as much. i begin to think that sometimes extra power is redundant. several 2048's may look great, but does it really look all that differenet in gameplay?

Submitted by Ninja on Fri, 10/06/05 - 9:31 PM Permalink

Excellent job troy love the textures!! although i do agree with the seams and noticeable mirroring. Apart from that, you guys have done an excellent job!.

Keep up the great work...

Submitted by J I Styles on Fri, 10/06/05 - 9:34 PM Permalink

sorry to take this off topic a bit, but in reply to excessive specs vs. perceptual in-game difference, see:

http://pcmedia.ign.com/pc/image/article/613/613140/unreal-tournament-20…

versus

http://pcmedia.ign.com/pc/image/article/613/613140/unreal-tournament-20…

so, not really -- point being is if it's there, the developer will make sure it's noticed because at that point it's a hype and novelty factor unless that's done (eg, possibilities of implimenting basic cinematography like stylistic camera work with close ups and introductions, story telling elements, and scrutinising inspection). that first pic would be good for a character interaction game, even detective point and clicks... think of going over an explorative autopsy to gather clues to solve crime. I'd dig a game like that! There we go... original xcom remade with the ut2007 engine, and the autopsy reports you get to dig around the alien corpses to find weaknesses that give you bonuses [:D] *copyright! cha-ching!*

Submitted by LiveWire on Fri, 10/06/05 - 10:01 PM Permalink

yeah the only time anyone will really get to see and appreciate the extra detail will be in close ups. so that means cut sceens, and converstations - vampire bloodlines did close ups on the character's faces when you were talking, worked pretty well. in fact come to think of it i wouldnt be surprised if the large amount of detail in NPC faces was ONLY found in NPCs you could talk to. enemies and random wandering NPCs probably didnt have as much detail cos you never got up close enough to see, or at least i never did.

infact, i'd like to see those 2048 maps from UT2007 applyed to a 2500 poly character with no normal mapping or other fany shadders. basicaly a character from UT2004 but with twice the texture res - and see if anyonce can actually notice any difference during gameplay. i doubt it, in a game like unreal if your close enough to another character see the detail you need to work on your aim!

and i'll appologise now aswell for taking the thread off topic [:)]

Submitted by Kalescent on Sat, 11/06/05 - 12:36 AM Permalink

LiveWire: Mate I would use half a dozen 4096 textures if the budget was there and someone could afford the time to paint the thing. Just in case the camera wanted to zoom into one of the dwarfs hair follicles or something. You never know - it *could* happen.

The autopsy idea is really cool - and UFO Enemy Unknown would be a fantastic remake, that game kicked ass on so many levels. Hey Joel - how bout we get cracking on it [:P]

I apologise for taking my own thread off topic. [:I]

Submitted by palantir on Sat, 11/06/05 - 3:39 AM Permalink

Staying off topic;
That?s a cool idea about the autopsy thing. As well as something like UFO, a CSI type game would also be really cool, solving crime scenes with high detailed corpses and environments to inspect. Someone make one, I want to play! [:P]

Back on topic;
Those models/textures are really great. World-class stuff.

So how many people did/would typically work on a character model of that calibre? Or is this all your doing Hazard?

Submitted by Kalescent on Sat, 11/06/05 - 9:57 AM Permalink

Palantir: Theres already a csi game ( I think ??!! someone confirm ? )

Credit always goes to the whole team for everything that we produce whether touched by a single team member or many. Having said that, we have perfected a quite smooth piepline for producing such pieces of work in a relatively short amount of time. Each project we take on has different deadlines, different requirements, and thus creating a flexible pipeline was high on my priority list.

But in answer to your question,
For these paticular models we used 3 Artists:
Myself for the Textures,
Patrick Delmastro for the Modelling/UVW Mapping,
Steph Everett for the Normal Mapping and an Quality Assurance.

Although all 3 of us are capable of producing such pieces alone, we have established a workflow that enables us to cut time and costs drastically - a much more attractive system for potential clients.

This pipeline also enables us to slot into different roles to keep everyones skills fresh and developing nicely. Quite often someone will come up with a new technique for completing something but have to wait their turn before they get a chance to use it [;)] Creates a nice healthy challenging rivalry between the crew.

Stay tuned for a couple of meshes that myself and Patty are working on. We hope to be pushing our skills to the absolute limit and creating something truely impressive in nature - Massive polygon counts and super high resolution hand painted textures. [:o)]

Submitted by codyalday on Sat, 11/06/05 - 10:12 AM Permalink

Very nice models and textures, can't wait to see more. Keep it up.

Submitted by denz on Sat, 11/06/05 - 8:19 PM Permalink

oo nice work kalescent :)

Really like the first guy. clothes look great. hair looks a bit odd, like he has too much dandruff.

eyes are far too white.

I agree about the thumb to, looks disconected from the hand.

He has quite a lack of rib cage.I think it should be more dominant, which would also help take away that sucking in look.

All in all top work :), looking forward to how the game turns out. keep it up.

Submitted by Falco on Sat, 11/06/05 - 11:09 PM Permalink

One thing I wanted to ask you HazarD was are these models going to open there mouths and move their eye's for in-game conversations. I am finding games like Half-Life 2 and Vampire-Bloodlines, where characters talk to you while you play take the game to a whole new level of interaction.

I'd love to see these guys eyes follow me around the room when I play.

Submitted by Kalescent on Sun, 12/06/05 - 5:32 AM Permalink

Falco: Yep these guys have mesh for inside of the mouth, teeth, tongue and the eyes will be animatable. The polyflow and topology for these models is predominantly focused on the face and head, making lifelike muscle animation in the faces a possibility - like smiling or getting angry and scrucnhing up the nose and eyebrows.

Submitted by adie on Mon, 13/06/05 - 9:25 PM Permalink

These guys look crazy(the good kind)I luv the first guys hair ..but why have u chosen to mirror textures when you have so many maps to play with , this is the only thing that dosent look good, ..oh and the spec is a bit high on the pants they look a bit plastic

Submitted by Anuxinamoon on Tue, 14/06/05 - 3:38 AM Permalink

quote:Steph Everett for the Normal Mapping and an Quality Assurance.

Don't forget those stressful Premiere renders I had to make! [:X]

I hate that program [:p]

Posted by Kalescent on

Hi Guys,

Heres a couple of the in-game characters weve been working on from U-235's FPS Retribution, check out more about what this games all about here [url]www.u-235.com[/url].

[img]http://www.sumea.com.au/forum/attached/hazard/20056842314_Ricks_Present…]

[img]http://www.sumea.com.au/forum/attached/hazard/20056842438_Crew_Member_P…]


Submitted by conundrum on Thu, 09/06/05 - 4:34 AM Permalink

really nice work, doesn't seem to be much wrong with the modelling and the texturing is very vibrant. one niggle is the texture on the left side (his left) of the second character's face, it looks a little odd for some reason.
also, would you be able to post the meshes?

Submitted by souri on Thu, 09/06/05 - 5:03 PM Permalink

Incredible work. I totally dig the first characters face and I like how the creases in middle of the brow aren't symmetrical. Anatomy is great and I love the muscle/skin texturing and the shape of the arms & shoulders. Excellent professional quality stuff!

Submitted by Falco on Thu, 09/06/05 - 8:30 PM Permalink

Fantastic. I agree with Souri that the first guys face is realy spot on. I like his clothing as well.

A few questions though, the legs look similar for both characters, are they the same? Also, the texture for their eye's and the creases in the middle of their brow's looks similar as well, was parts on one guys texture used on the other.

Submitted by J I Styles on Thu, 09/06/05 - 10:19 PM Permalink

great job, I'm assuming these are final delivered assets so not much point on crits [:)] that isn't to say there are actually many points to crit though [8)]

They have a great solid and organic feel to them (no concrete skin here!). There are only a few niggles I could really point out without becoming pedantic. Little things like the eye whites are just a bit too white (gives them a bit of the piercing stare look like they're spacing off). the back view, the thumbs look like they're at an odd angle, and the mirroring may have been hidden better an extra poly over. Anyways, little picks, but it's looking great! great job [:D]

Submitted by Makk on Thu, 09/06/05 - 11:36 PM Permalink

Excellent stuff Troy :)
Some good texturing work as well.
Not much else to say, though maybe the second guys back looks like his lower spine is missing (there is not much furrow or whatever its called)
Good to see some of your work :)
How old are these btw?

Submitted by Kalescent on Thu, 09/06/05 - 11:57 PM Permalink

Hey Thanks for the feedback guys [:)]

Conny: Not quite sure what you mean ?? Ill see about getting some wires and things released.

Souri: Cheers dude, yup weve been brushing up on a fair bit of anatomical studies here - always so much to learn, games are the greatest medium as an artist you get to study animals, humans, plants, buildings & structures even physics and other more mentally complex topics, even most fantasy creations are based of one or a combination of those areas.
So much to learn!

Falco: Thanks for the comments, yes some parts get reused, but only a base, not simply copied for use on another texture. For example the legs are similar, though not the same, wrinkles and creases are redone to suit a different cloth material etc.

Joel: Thanks, I agree your work as an artist is never complete. Theres *always* room for improovement. One can only hope as they finish one model to improove the things they missed for the next! Thanks for the crit [:D]

Makk: Cheers Mark, they are quite recent pieces of work.

Submitted by Johnn on Fri, 10/06/05 - 2:39 AM Permalink

they are looking fantastic - it really show that you have paid attention to your anatomy. keep up the great work :)

Submitted by LiveWire on Fri, 10/06/05 - 5:28 AM Permalink

very nice. crazy poly counts and texture sizes too. such a leap over last gen of about 3000 or so tris and one map.

one question though: does that mean you had 3x1024 diffuse maps and then a normal and spec for each? or does the 3 refer to the diffuse, normal, and spec?

Submitted by Kalescent on Fri, 10/06/05 - 6:05 AM Permalink

LiveWire - 3 x diffuse 1024x1024, 3 x spec 1024x1024, 3 x normal 1024x1024.

Its not really that big at all - I've come across some amazing specs for some game characters that are up around 9 - 12 2048 sized texture sheets per character. [:O]

Submitted by Lechy on Fri, 10/06/05 - 7:22 AM Permalink

That looks great, although the mirroring is quite noticable on the back of the second guys pants.

Submitted by Kalescent on Fri, 10/06/05 - 7:55 AM Permalink

Yeah I agree unfortunatlely with a camo pattern its going to be a bit hard to slip that one past on a mirrored character. But really once its ingame and hes running around shooting at you - I dont think youll be noticing that the patterns on his pant legs are the same [:P]

Submitted by LiveWire on Fri, 10/06/05 - 7:18 PM Permalink

quote:I've come across some amazing specs for some game characters that are up around 9 - 12 2048 sized texture sheets per character.
ok, now THAT is crazy! i can't imaging why you would need all that texture space! even with your characters at 3x1024 it's a huge amount of detail, and once theyre runing around and everything you wont even notice as much. i begin to think that sometimes extra power is redundant. several 2048's may look great, but does it really look all that differenet in gameplay?

Submitted by Ninja on Fri, 10/06/05 - 9:31 PM Permalink

Excellent job troy love the textures!! although i do agree with the seams and noticeable mirroring. Apart from that, you guys have done an excellent job!.

Keep up the great work...

Submitted by J I Styles on Fri, 10/06/05 - 9:34 PM Permalink

sorry to take this off topic a bit, but in reply to excessive specs vs. perceptual in-game difference, see:

http://pcmedia.ign.com/pc/image/article/613/613140/unreal-tournament-20…

versus

http://pcmedia.ign.com/pc/image/article/613/613140/unreal-tournament-20…

so, not really -- point being is if it's there, the developer will make sure it's noticed because at that point it's a hype and novelty factor unless that's done (eg, possibilities of implimenting basic cinematography like stylistic camera work with close ups and introductions, story telling elements, and scrutinising inspection). that first pic would be good for a character interaction game, even detective point and clicks... think of going over an explorative autopsy to gather clues to solve crime. I'd dig a game like that! There we go... original xcom remade with the ut2007 engine, and the autopsy reports you get to dig around the alien corpses to find weaknesses that give you bonuses [:D] *copyright! cha-ching!*

Submitted by LiveWire on Fri, 10/06/05 - 10:01 PM Permalink

yeah the only time anyone will really get to see and appreciate the extra detail will be in close ups. so that means cut sceens, and converstations - vampire bloodlines did close ups on the character's faces when you were talking, worked pretty well. in fact come to think of it i wouldnt be surprised if the large amount of detail in NPC faces was ONLY found in NPCs you could talk to. enemies and random wandering NPCs probably didnt have as much detail cos you never got up close enough to see, or at least i never did.

infact, i'd like to see those 2048 maps from UT2007 applyed to a 2500 poly character with no normal mapping or other fany shadders. basicaly a character from UT2004 but with twice the texture res - and see if anyonce can actually notice any difference during gameplay. i doubt it, in a game like unreal if your close enough to another character see the detail you need to work on your aim!

and i'll appologise now aswell for taking the thread off topic [:)]

Submitted by Kalescent on Sat, 11/06/05 - 12:36 AM Permalink

LiveWire: Mate I would use half a dozen 4096 textures if the budget was there and someone could afford the time to paint the thing. Just in case the camera wanted to zoom into one of the dwarfs hair follicles or something. You never know - it *could* happen.

The autopsy idea is really cool - and UFO Enemy Unknown would be a fantastic remake, that game kicked ass on so many levels. Hey Joel - how bout we get cracking on it [:P]

I apologise for taking my own thread off topic. [:I]

Submitted by palantir on Sat, 11/06/05 - 3:39 AM Permalink

Staying off topic;
That?s a cool idea about the autopsy thing. As well as something like UFO, a CSI type game would also be really cool, solving crime scenes with high detailed corpses and environments to inspect. Someone make one, I want to play! [:P]

Back on topic;
Those models/textures are really great. World-class stuff.

So how many people did/would typically work on a character model of that calibre? Or is this all your doing Hazard?

Submitted by Kalescent on Sat, 11/06/05 - 9:57 AM Permalink

Palantir: Theres already a csi game ( I think ??!! someone confirm ? )

Credit always goes to the whole team for everything that we produce whether touched by a single team member or many. Having said that, we have perfected a quite smooth piepline for producing such pieces of work in a relatively short amount of time. Each project we take on has different deadlines, different requirements, and thus creating a flexible pipeline was high on my priority list.

But in answer to your question,
For these paticular models we used 3 Artists:
Myself for the Textures,
Patrick Delmastro for the Modelling/UVW Mapping,
Steph Everett for the Normal Mapping and an Quality Assurance.

Although all 3 of us are capable of producing such pieces alone, we have established a workflow that enables us to cut time and costs drastically - a much more attractive system for potential clients.

This pipeline also enables us to slot into different roles to keep everyones skills fresh and developing nicely. Quite often someone will come up with a new technique for completing something but have to wait their turn before they get a chance to use it [;)] Creates a nice healthy challenging rivalry between the crew.

Stay tuned for a couple of meshes that myself and Patty are working on. We hope to be pushing our skills to the absolute limit and creating something truely impressive in nature - Massive polygon counts and super high resolution hand painted textures. [:o)]

Submitted by codyalday on Sat, 11/06/05 - 10:12 AM Permalink

Very nice models and textures, can't wait to see more. Keep it up.

Submitted by denz on Sat, 11/06/05 - 8:19 PM Permalink

oo nice work kalescent :)

Really like the first guy. clothes look great. hair looks a bit odd, like he has too much dandruff.

eyes are far too white.

I agree about the thumb to, looks disconected from the hand.

He has quite a lack of rib cage.I think it should be more dominant, which would also help take away that sucking in look.

All in all top work :), looking forward to how the game turns out. keep it up.

Submitted by Falco on Sat, 11/06/05 - 11:09 PM Permalink

One thing I wanted to ask you HazarD was are these models going to open there mouths and move their eye's for in-game conversations. I am finding games like Half-Life 2 and Vampire-Bloodlines, where characters talk to you while you play take the game to a whole new level of interaction.

I'd love to see these guys eyes follow me around the room when I play.

Submitted by Kalescent on Sun, 12/06/05 - 5:32 AM Permalink

Falco: Yep these guys have mesh for inside of the mouth, teeth, tongue and the eyes will be animatable. The polyflow and topology for these models is predominantly focused on the face and head, making lifelike muscle animation in the faces a possibility - like smiling or getting angry and scrucnhing up the nose and eyebrows.

Submitted by adie on Mon, 13/06/05 - 9:25 PM Permalink

These guys look crazy(the good kind)I luv the first guys hair ..but why have u chosen to mirror textures when you have so many maps to play with , this is the only thing that dosent look good, ..oh and the spec is a bit high on the pants they look a bit plastic

Submitted by Anuxinamoon on Tue, 14/06/05 - 3:38 AM Permalink

quote:Steph Everett for the Normal Mapping and an Quality Assurance.

Don't forget those stressful Premiere renders I had to make! [:X]

I hate that program [:p]