Main Character WIP - First Webplayer

Here is a webplayer of a character of mine named Breeze. I made a webplayer to show to my friends and I though I should post here also.

http://dl.dropbox.com/u/723014/BreezeShow/WebPlayer/WebPlayer.html
Zoom with mouse wheel. Orbit with mouse.

Here is his character Ref sheet:
[http://sirvictory.deviantart.com/art/Breeze-Reference-Sheet-186250179

This is my second fully modeled, rigged and textured model and just wanted to get some feedback. For some reason, when I import my model into Unity from Blender, the model isn’t as crisp and some of the movements in areas such as underneath his arms are messed up a little. I guess ill have to figured the out. I made a Custom Rimlight shader using Strumpy’s Shader Editor and applied it to the model.

I’m trying to find an animator that can do a few of animations for him (i.e walking, falling, climbing, getting hurt, and jumping) I’ll be willing to pay.

Also, I didn’t texture his cape yet and I will be retouching his main texture (mainly his eyes and brows)

Tell me what you think!

This character is really well done! He’s very charming and full of life. Would love to work on him.

Like it.
Very well done Model and Colors.
But the eyes seem just a little big. It looks a little scared for now.
Are you going to make the Cape cloth?

The Blender to Unity problem might be to due to a number of things, but the simplest issue I’ve encountered which would cause this effect would be weight painting with multiple bones onto a shared vertex. Some people try to have two (or less) bones affecting any given vertex, but personally I find that four bones is often required, despite it being less optimised. My guess is that like me, you’ve used more than two. When it’s imported the bone quality setting will be on automatic, but for some reason 3 or 4 bone vertices will tend to drop down to two again in this setting, but if you set it to 4 bones manually it usually sorts things out.

Looks pretty good. Seems like you usde quite a few polys on him, so the cape seems very flat in comparison. I’d like to see it with a bit of thickness. Sure it would add polys but I think it would look much better and would be a good tradeoff for any small performance loss imo. (probably only 50 polys anyway, and I’m guessing you are already at the 3000 mark (50 would be a small addition)

Looks so cute! What game is it for?

Yeah, the eyes are bit big, they look better on the ref sheet.

Yeah, his model is around 3500ish (not on my main computer right now). I am having trouble using the skinned cloth thing on it. I have an armature setup on his cape. I don’t know how to bake it either. I’m a programmer and 2D artist, this is my first serious model.

It’s a 3D platforming game I am developing for a college final (even though I’m a junior) but I want it to become commercial. The game will be called “Breeze In The Clouds” I have most of the mechanics programmed and I’m working mostly on artistic things at this point. Once I have some of the enemies modeled (to replace the stock Lerpz) and the rest of Breeze’s animations, I can finish all of the programming stuff.

I also want to work on this geometry and textures more. I wanted to go a cel shaded approach, but ended up rim lighting and diffuse shading. His blinking is texturing swapping and all of his facial animations will be done with animation events.

Looks pretty sweet mate, more ways than one lol. You could do with fixing the back of the neck, you need a symmetrical pattern in the tris with the spine as the center at the moment its all pointing right, so as it gets pasted the neck it pokes out and wrecks the smoothing groups. Just flip the edge in the center of the poly to fix it. Don’t know if bledner has one but applying a smoothing modifier, a non submission based one, and setting it to 0 so you can easily see all your angles and correct the edge flow around the more dramatic curves.

For the cloak you either need more shoulder definition (bigger shoulders) or pull it in tighter so it curves around the arms better, if you want you can have the top part rigged to the characters arms/shoulder and a seem lees split across the cape horizontally separating the cape into 2 parts. the base then gets the physics, the top gets the animation, and the physics ones vertex should line up perfectly to the animated mesh. Just hard attach the vertex of the physics cloth to the models cloths vertex positions, and you should have a easily manipulated cloak that reacts to the animations and outside effects, like wind, weapons, explosions and so on.

But never tried it so let me know if it works, that’s if you do it but im pretty sure thats how they do it in games like batman, and stuff.

Thanks for all of that. It’s weird, his geometry was mirrored while modeling, but for some reason, that area on the neck is acting weird. Maybe when I get an animator to re-rig/skin him, that problem will be fixed. I don’t know where to start with the cape. I think that I will see if the animator I get can make a nice animation for the clock, otherwise I will have to do it skin clothed thing (which is difficult for me :frowning: )
By the way, the clock around his neck is really a blanket, so it will be a little thicker that a normal fabric cape.

Just updated the webplayer. Had one of my friends online export it from pro to demo what it would look like with shadows and such. Makes me what Pro badly now. Tell me what you think. (Haven’t fixed the textures/geometry problem yet.)

The new update is burn on my PC, your main light is too strong i think.

Nice start anyway, do you plan to have some normal maps on him ?

Sorry, I am hosting it with Dropbox and I made a new webplayer without realizing that it would automatically replace the old one, so the lights weren’t meant to be so bright. Sorry about that. I plan on using normal maps once I incorporate it into my shader. Weird, the shadows don’t show up on my work computer…

how did you do the shader, really like it…similar to super mario galaxy.

That is actually the shading I was going for. It’s called rimlight shading, I made it in Strumpy’s shader editor (I think that is what it is called) and modifed it to my likes.

Looks very cute, the only thing I would say is that the cape polys are only one sided. That could be resolved either in the shader or the model, I would imagine, but optimally on the model. Alternatively you could use a double-sided shader just for the cape.