[WIP] Fate/Stay Night's Servant Saber [Update 12/14/09]

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[WIP] Fate/Stay Night's Servant Saber [Update 12/14/09]

Postby thisbarb » Fri Nov 20, 2009 8:34 am

12/14/09
Preliminary animation test using the Destroyer's Titan Stomp. The fact that she spreads her legs coupled with a very masculine grunting made me giggle. The shoulder pads aren't sitting all that well on the character.

Devastate is absolutely bonkers on a female character. I don't know if it's the additional bones but her foot goes through her head and she does some kind of strange split/somersault thing.

[Note] Censored to protect the children.

Image

12/12/09
Here are some quick and dirty imports into the game. I didn't custom rig the armor mesh. I just used Skin Wrap, so there are various animation issues that I'll fix later.

I did discover that the engine doesn't seem to accept alpha channels on the base skin texture, as noted by the green circles around the problem areas. I might have to explicitly define the edges if I can't find a solution to this.

ImageImage

12/10/09
The triangle count is hovering at 2052. I don't think I'll try to get it any lower. I had to use a bit of creative freedom to fit Saber's armor onto the Vanquisher's skirt thing. I still need to do some various touch-ups to the metal texture of her armor and then I'm on to rigging and taking her into the game.

I, also, lightened up her hair to better accurately reflect her character.

I'm planning on making her a completely new class, so if anyone has knowledge about Saber and wants to share skill ideas, I greatly appreciate it. I'm leaning towards making her a Paladin-type class that focuses on polearms (technically, two-handed swords).

Image

11/20/09
The triangle count is at 224. I still haven't really finished Caliburn because I was focusing on Saber.

Image



As always, critiques are very welcome.
Last edited by thisbarb on Mon Dec 14, 2009 2:54 pm, edited 4 times in total.
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Re: WIP: FSN models

Postby Dusho » Fri Nov 20, 2009 9:24 am

very nice sword.. would love to see a mod with 'real' weapons like that
face looks nice too.. perfect for new class (sorceress or amazon)
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Re: WIP: FSN models

Postby tearorwrist » Fri Nov 20, 2009 10:43 am

may want to take all the polys out of the nose and make it a single vert that sticks out since you won't be seeing it up close. the lips may be the same thing or just flat. also might think of using alpha planes for the hair instead of geo. would save a ton of polys.
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Re: WIP: FSN models

Postby thisbarb » Sat Nov 21, 2009 5:55 am

tearorwrist wrote:may want to take all the polys out of the nose and make it a single vert that sticks out since you won't be seeing it up close. the lips may be the same thing or just flat. also might think of using alpha planes for the hair instead of geo. would save a ton of polys.


I already considered doing that for the hair but it would lack the dimension I'm looking for, not to mention it will look very odd from a profile view. I've already gotten the tri count to sub 600 and given the complexity of the hair compared to the Vanquisher's hair, I think its a fairly decent upper limit.
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Re: WIP: FSN models

Postby thisbarb » Tue Dec 01, 2009 8:16 pm

Here's some updated screenshots in-game. The head clocks in at exactly 560 tris right now.

Image

To do:
Fix that weird shading artifact on her nose.
Finish up Caliburn and model her custom armor set.
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Re: WIP: FSN models

Postby Dusho » Wed Dec 02, 2009 12:41 am

very nice!
Though, the lips are kind of lost - it's not thick or bright(dark) enough.
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Re: WIP: FSN models

Postby thisbarb » Wed Dec 02, 2009 4:05 am

Her lips should be darker. They appear darker in 3ds max anyway.
Viewing the model in 3ds max makes everything look far more vibrant than it does in game.
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Re: WIP: FSN models

Postby Omnifas » Wed Dec 02, 2009 4:15 am

What's FSN? Fox Sports Net? :P

But nice work.
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Re: WIP: FSN models

Postby Helicity » Wed Dec 02, 2009 4:29 am

Not bad at all. I would mention that her head sits rather awkwardly on her neck and the lighting isn't playing too nice with how you structured the cheekbone/nose area though.

couple of tweaks and good to go! :D
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Re: WIP: FSN models

Postby thisbarb » Wed Dec 02, 2009 5:04 am

Helicity wrote:Not bad at all. I would mention that her head sits rather awkwardly on her neck and the lighting isn't playing too nice with how you structured the cheekbone/nose area though.

couple of tweaks and good to go! :D


Yea, the neck/head problem is due to the seam there. It isn't visible on the Vanquisher since her hair covers up the seam. I haven't had a chance to edit the body texture yet except for some minor hue adjustments
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Re: WIP: FSN models

Postby Helicity » Wed Dec 02, 2009 5:14 am

thisbarb wrote:
Helicity wrote:Not bad at all. I would mention that her head sits rather awkwardly on her neck and the lighting isn't playing too nice with how you structured the cheekbone/nose area though.

couple of tweaks and good to go! :D


Yea, the neck/head problem is due to the seam there. It isn't visible on the Vanquisher since her hair covers up the seam. I haven't had a chance to edit the body texture yet except for some minor hue adjustments


I think moving the head "back" a little will already have it sitting much more naturally as well.
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Re: WIP: FSN models

Postby thisbarb » Wed Dec 02, 2009 6:09 am

Alright, good suggestions. I'll see if I can get it fixed during lunch.
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Re: WIP: FSN models

Postby thisbarb » Wed Dec 02, 2009 3:39 pm

The shading has markedly improved. Had to add a couple edges here and there but the tri count, overall, has decreased to 556. Also, I moved the head back a bit.

Image

For people who can't see the full picture: http://imgur.com/8N0gp.png
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Re: WIP: FSN models

Postby Helicity » Thu Dec 03, 2009 1:56 am

thisbarb wrote:The shading has markedly improved. Had to add a couple edges here and there but the tri count, overall, has decreased to 556. Also, I moved the head back a bit.


That is SO much better. Don't know if it's just the angle of the shots, but a lot of the awkwardness is now gone.
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Re: WIP: FSN models

Postby Dusho » Thu Dec 03, 2009 5:30 am

nice indeed, even the lips are now noticeable more.
So what are you planning to do with this 'face/lift' ?
Now I remembered - so it's Saber from Fate/Stay Night (FSN) (http://auriz.files.wordpress.com/2009/0 ... t64325.jpg). Will it be a new class? (paladin girl?)
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Re: WIP: FSN models

Postby thisbarb » Thu Dec 03, 2009 5:39 am

Dusho wrote:nice indeed, even the lips are now noticeable more.
So what are you planning to do with this 'face/lift' ?
Now I remembered - so it's Saber from Fate/Stay Night (FSN) (http://auriz.files.wordpress.com/2009/0 ... t64325.jpg). Will it be a new class? (paladin girl?)


I'm taking it a step at a time. Once I finish up her armor (using the Vanq as a base to make it 280 million % easier), I'll think of where to take it from there. Frankly, this is the first time I've actually modeled anything presentable so things are moving pretty slow.
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Re: WIP: FSN models

Postby thisbarb » Sat Dec 05, 2009 9:01 am

Image

I started working on the armor. In total, the entire model is 1980 tris, including shoulder armor (Vanquisher Base = 1984) and I haven't really optimized the armor yet so it might go lower. I just hope I'm texturing this in the right manner. The engine calls each part separately with the underlying alpha intact. Still a bit confused about that.
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Re: WIP: FSN models

Postby KelinTor » Wed Dec 09, 2009 8:20 am

Wow, i'm impressed.

If you call what you've done progressing slowly we don't have the same conception of time, I think it's pretty fast (and well done). You should take your time to make it as you think is best. I totally approve your mod and very interested in the sword you've made, hm will you by any chance model the others swords in FSN? Like those of Archer or the other characters(cross fingers)?
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Re: WIP: FSN models

Postby thisbarb » Wed Dec 09, 2009 11:16 am

Yea, I was actually going to work on that next after I finished up Saber.
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Re: [WIP] Fate/Stay Night's Servant Saber [Update 12/10/09]

Postby thisbarb » Thu Dec 10, 2009 1:44 pm

Image

Angry Saber. Anyone know if it is possible to swap textures on the fly based on some kind of logic? I want to change her expression when she enters any dungeon because, realistically, nobody uses their poker face when venturing into the bowels of evil in search of some esoteric magical crystal.
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