Is my character ok ?

Started by proximity, Sun 17/04/2011 04:49:47

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proximity

Some people keep saying that character stands like a robot. What do you think ? is it true ?

Proximity Entertainment

Technocrat

He fits with the environment, which is better than most poser-models in game I've seen, but he does look like he's an action-man doll. I think he needs a more "natural" looking standing pose. After all, when have you ever stood like that?

SpacePirateCaine

I've seen much worse poses in commercial projects, so I'm not extremely bothered by it, but you could probably get the character to look a little more natural and less "robotic" if you relaxed his pose a little. I can't see the legs, so it's hard to make a perfect judgment call, but for the arms, bringing them in a little closer to the body, even, would probably help. Perhaps posing him slightly more 'relaxedly' would help. Even then. Just as he is, I don't see a lot of problems.
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proximity

Oh i'm sorry, this image is more clear so you can see legs :



If i lower his shoulders a bit would he stand more relaxed ? Should i do something with hands ?
Proximity Entertainment

Buckethead

I think it would help if his pose wasn't so symmetrical. Maybe he could be putting more weight on one leg or turn one foot to the side a little.

proximity

Thanks Buckethead, that's a good idea and i should do it. Wish i had a motion capture device :P
Proximity Entertainment

Ilyich

I agree with everyone else that he's a bit stiff, but quite nicely done overall, meshing well with the background, and not being made of plastic. :) Relaxing one of the legs, as Buckethead suggested, should do the trick.

I would also like to suggest giving his stance a slight curve, by moving his pelvis forward a bit. It usually helps to draw a more natural and relaxed figure, although I'm not sure how well does it work in 3d. Here's an edit to illustrate what i mean, with the original on the left and the 'fix' on the right:


Ali

I think the original, and Ilyich's paintover are both leaning back. He looks like he's standing to attention or scared of something. If you draw a vertical line from between the two feet you can see how they are off-balance.

Here is an option for a more relaxed stance (on the right):

The slumped head might be a little too relaxed but hopefully it is of some help. You'll notice that if you draw a line up from between the feet it goes through the middle of the neck, which I think improves the sense of balance.

proximity

#8
I realized when looking at those 2 comparisons, my character actually stands like a wooden column  :P I can't move the pelvis to forward because software doesn't allow it, but i can rotate the top and bottom backwards while the pelvis stands still.

Ali, thanks for the alternative pose. Character's off balance you said may be because of angle of camera . Character stands quite vertical when you look at him from sides. I think i will use Ali's and Ilyich's poses both for different moods of character.

About character's adaptation of the background, character is actually in that room in 3d. I wanted the character has the same lighting level with background to avoid unrealism. It's very useful tecnique but you have to make different walking views for each room and unfortunately it takes very long time and many sprites.
Proximity Entertainment

2ma2

3D-rendered realistic character will always be slightly stiff. Whether it be HL2 or a Poser model. Using an idle animation cures a bit of that, but have the opposite effect dependant on the function of joints. Exaggeration is the key to realism, oddly enough. Perfection is death.

proximity

Quote from: 2ma2 on Tue 19/04/2011 22:05:32
3D-rendered realistic character will always be slightly stiff. Whether it be HL2 or a Poser model. Using an idle animation cures a bit of that, but have the opposite effect dependant on the function of joints. Exaggeration is the key to realism, oddly enough. Perfection is death.

Just for the record, i modeled my characters on my own. They are not HL2 or Poser model. If they were, i wouldn't open this thread because they would already have a correct standing pose.
Proximity Entertainment

Ali

#11
I also mistook them for poser models. Congratulations on the modelling of both leads, it looks very well done.

If there's room for a matter of taste, I have a few thoughts.

You seem to be rendering the character in the scene, but I don't think the environmental lighting is effecting him in the same way. The background looks very washed out by contrast, particularly the milky shadow under the desk. (In your GiP thread the character fits into the green bedroom better, but the green light bouncing on to him gives it a bit of a sickly look.)



Why not consider using a widescreen aspect ration? AGS doesn't support it without letterboxing, I know, but it would suit the game so well!

Also, and this is purely a matter of taste, does he have to have a mullet?

Anian

Yeah, if it's original models, nice work, although he could use a bit narrower shoulders, that'd certainly make him look more relaxed.

Also, if you don't mind a bit of snags I see around the background - the carpets seem a bit thick and please check the ratios, like the whole bowl of fruit and the cup on the table are just too small and that trash bin is very narrow. Cupboard position is just weird, it should be right by the wall but your's kind of away from it, which give s a strange effect on perspective...that's about it. It looks good, except for some tweaks.

Quote from: Ali on Fri 22/04/2011 12:39:53
Also, and this is purely a matter of taste, does he have to have a mullet?
Oooh, thank the heavens somebody else noticed this, it's bugging the hell out of me.
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proximity

@Ali, thanks for suggestions about the room. You are right in most cases. I still don't understand why the character was illuminated in a different way. I rendered him in the scene with same values but the result is a bit different. Your room contrast looks darker than the character to me.Anyway, do you think i can adjust the character to the room with Character tint in AGS ?

I'm not really comfortable with those wide-screen and aspect ratio things. I have a widescreen monitor myself and designed the game with it but i don't know the result with CRT monitors. So you're saying that the game would look too narrow in CRT monitors if i use my background rather than yours ? It would be a very good experience if i understand this well :)

@anian, i had a feeling with things on the table were a bit smaller than they should be and now you said that. I'm sure now but unfortunately i can't change them because the image is in AGS now. About the carpets, i intentionally made them thicker to make them look more real. A little bit exaggeration :)

Does he have to have a mullet ? Well, what can i say ? I love Mel Gibson :P Seriously, this question was asked me many times in Turkish forums. The answer is, i couldn't create a good short hair, especially its texture. So i thought if i make a long hair with fur, it may look more realistic but the result is what you see, sorry  :-\
Proximity Entertainment

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