Mat@MDickie.com
New Character Model














 


Every once in a while, the gradual process of evolution gives way to a total shift in the landscape. That's certainly the case with the new character model that has been drawn up for my spectacular new boxing project! 2006 was spent making the most of the old model, but 2007 is all about moving forward with brand new content - and the best that I can muster. So, without further ado, allow me to introduce the new-look model that you'll be seeing a lot of from now on (complete with a reminder of how the previous one looked at this early stage)...


Face Of The Future

A new skull got us started, and twice as many polygons were used to give it a more detailed shape than ever before. Up until now, the head had been a blank canvas that relied on texturing for its detail - but now there are visible contours as standard, and texturing is just the icing on the cake! The only drawback now is that the face models are so unique that we'll need multiple versions of them like the body shapes, but it's a pleasant problem to have. Meanwhile, an equally detailed new neck completes the overhaul. Not only does it look better (with a more refined shape and better positioning at the back of the skull), but it even "works" better too! Although it's not anatomically accurate, the neck bone here can move in addition to the head itself - which allows for much more expressive animations (see for yourself with this small sample video). That should really bring characters to life when they speak and gesture - not to mention when having their heads knocked around in the fighting games!


Making The Cut
Whether I like it or not, a new head means new hairstyles too. Although that's a rather daunting task, it's exciting that a change is finally going to come! Despite the texturing improvements of recent games, the actual modelling has been left in the Dark Ages for some years now. Not anymore though - as the the old plastic mops are being replaced by detailed new creations. As you can see from this new default cut, even the short styles enjoy a more irregular shape that scatters over the head like it would in real life. Look closely and you'll even see that this extends to locks of hair that nestle around the ears and produce sideburns! And of course, there also has to be a new extension piece for long hair. That's always been a troublesome addition to my rather plastic models, but I've made the effort to make it as seamless as possible this time. Not only is the new high resolution texture now carefully lined up to match its host, but I've also made the hair longer and thicker so as to flow underneath the ears and onto the shoulders! That makes it appear much more natural - as opposed to a stiff lump stapled onto the back of the head...


Armed And Dangerous

The improved head is just a formality. What really motivated me to make a new model was the chance to introduce a muscular new physique for the boxers. Up until now, the muscular look was an afterthought that had to be hastily squeezed out of a rather bland default body - but now a hulk-like physique is the standard, and every effort has been made to make it feel at home! A freshly puffed up chest has ensured that there's a strong foundation, but it's the arms that complete the transition. As you can see, there are now bicep and tricep contours carved into the upper arm - and the forearms are equally detailed with visible elbow and wrist grooves. Even the hands and fingers have been redrawn from scratch and boast a little more detail should you ever get close enough to see. And that's just the blank clay! All of these structural improvements can expect to be accentuated by the latest high resolution textures when the time comes...


Fist Of Fun
With a boxing game on the horizon, these new and improved hands will be spending most of their time tucked under a pair of gloves. But what a lovely pair of gloves they promise to be though! The huge lumps from previous games have been replaced by a carefully crafted material that actually folds into a fist. They're nicely textured too - with a shiny red fabric on the outside that blends into a stitched interior. There are even separate wrist pads that lie over the forearm and offer a smooth connection to the fist...


Fancy Footwork
The muscular upper body has been joined by an equally curvaceous pair of legs. From the hips down to the feet, everything has been redrawn from scratch to include much more detail. The legs, in particular, benefit from all manner of protruding muscles and more visible knee joints (which make the previous legs look shapeless and effeminate by comparison!). Most importantly, the model for this game also features external shorts rather than those that are painted on by texture. This obviously makes the clothing appear much baggier and more realistic - with thighs that remain visible up towards the groin. It has implications for costume design too, because the shorts and the legs are now literally separate - so you'll be able to dress either as you choose! Having dedicated short textures will ensure they always look perfect too...


The Weigh In
All of which leaves us with a model that's pretty much ready to be animated for a gaming debut! And now that it's here, I'm pleased to reveal that the finished article weighs in at around 5'000 polygons (as opposed to the previous model's 4'000). That means it's only 25% more demanding and looks TWICE as good! A project couldn't hope for a better starting point, so here's hoping that this one ushers in a much-needed new era of quality in 2007 and beyond...

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