New soldier model

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Hey guys i really dont show much of my work here so heres me putting my money where my mouth is lol.
its not that good which is why i hope to get some good constructive crits on the work.
k to start off heres the concept that i drew up for the player model:
roboSoldierConcept01.jpg

and heres a small sketch i did for the foot : http://img150.echo.cx/img150/4272/footdesign4xt.jpg
nothing special but i need to make a layout for everything i make.
just a little note for people who want to design armor ... if youre new to designing anything always do it over a character model sheet or you might face a few problems.
heres the final model the hands are just a mockup i havent modeled the actual hands but besides that and a few small adjustments its done
http://impulse-101.com/media/roboSoldier01.avi
the vid is just 280kb or something but if u dont feel like it here are a few pics.
soldierforum15fi.jpg

soldierforum28rz.jpg

i dont really need crits on poly gons so im not gonna post a wire unles u guys want to see it (im a bit ashamed really lol). im currently working on the high poly for normal mapping.
if you guys want any info or want to see new media from this project visit http://impulse-101.com(we have a GDD in the files section) some of the stuff is old but its more or less there. we could really use some help with modeling and concept art at the moment.
 
he looks way to square on most parts, like the legs/feet/fingers/chest/weist
he looks extruded all-round, i would update the mesh and round him up.
there is much room to improve, but the basic shape is there, now you need to fine tune it :)
 
ive been getting that from a lot of people ...but the thing is we kept a personal limit of 3500 for players within the mod and to keep it all as low as possible ....
 
even with 3500 triangles it can look a lot better, start by posting a wireframe please
 
The arms seem slightly too long and the hands are far too big, other than that, it does look like a great model. Like a guy in some sort of powersuit.
 
if u read my post ..the hands are just a filler. but i am going for an exagerated big hand look so im keeping slightly longer arms and bigger hands. ill post a wire soon.
u guys are gonna kill me when u see it :P
 
i like it. :) reminds me of starcraft. the marines in the huge suits with oversized arms and guns. yeah good times...
EDIT: any tips on how to start modeling a character? i uhhh dont really know where to actually like start(place my first polygon). its rather hard for me at the moment. i was thinking of just making large cylinders and deforming them to get the human body shape, but that just sounds silly. :|
 
depends on what your character is i gues if its more oragnic than machine like yyou should put more segments into the box. but i think that generaly if u want to keep it low and arent worried about making a highres version to normal map START WITH A BOX ! lol
i started this one form the chest but my initial try was really bad i didnt model on top of human reference so the the shoulders and head part didnt match i had to edit it a lot to get it right ill post a pic if u want
ill post the wireframe next im trying to get a good way to do a wire frame overlap
btw a friend of mine mentioned the starcraft resemblance can you post a pic of it?
i think the normal maps smooth it out quite a bit so i dont think there will be much need of putting more into the lowpoly.
here are some pics of the highres
highres-2.jpg

highres3.jpg

and heres a little go at normal mapping
normalmappedpipe.jpg
 
neat im still thinking of wether or not it should be a helmet while i was drawing it i just drew a sort of glass visor
 
the more man made parts are really good but the natural parts look bad. im just the same as you when it comes to modeling natural things like characters so it would be hard for me to give you advice but you could try disconecting parts that look blocky and then doing create>polymesh>subdivision to smooth them out. also theres alot of optimisation that needs to be done remember u can do some of the details in the texture.
 
crackhead are u saying that in reference to my model lol ? coz i cant believe that. theres absolutely no details in there tht can be done in texture ive removed all the details that could have been textured and left them to be modeled in the normal map and the texturing. you cant really say if it needs optimising coz i havent shown u a wire :S .
as for subdivision thats a definite no no with game modeling ill just put some more cuts and bring it out IF i have to ...im going to see how smooth the normal map makes it
as for u carnage well if u read the last line of my first post its all in there
"if you guys want any info or want to see new media from this project visit http://impulse-101.com(we have a GDD in the files section) some of the stuff is old but its more or less there. we could really use some help with modeling and concept art at the moment."
its for a mod named impulse-101 im the co-leader/texturer/modeler....texturing is my strong suit so if the model doesnt look good im going to try bringing it up in the normals+materials.
 
thanks man . ull be seeing the textured and normal mapped version of this soon enough.
then im moving on to a weapon i drew out :D .
 
well i said it needs optimising because that model does not look liek it should be 3500 triangles and subdividing isnt a big no no for game models if u optimise but hey if you happy with how the model is then fine i thought you said u wanted critisism. the thing about details i was refering to was in the last picture u posted where u have loads of little grooves that dont seem very neccercery.
 
Aloha!

the detailed mesh is for the normalmap, and is then applied on the lowpolly mesh. you will get a map"normal-texture" out of it. so the highdetaildmesh wont be in the game..

/Eekster
 
what do you mean ? the curves arent well defined :S ? i dont understand that comment.
 
well i did put a curve in the chest a cover so u cant see the visor from the back the feet point forward .... so i dont get it :S how did that happen ...argh
 
hey guys a bit of an update here i got bored of waiting to recruit someone who can unwrap so i started skinning the head for fun . if you have any questions or coments just post.
headskin23ui.jpg

headskin8vu.jpg

and heres the texture ...i didnt put a water mark on it so u can see what ive done ...what ive put in etc... it didnt turn out as well as i had initialy hoped a lot of the shading that i did to bring it out just vanished under adjustment layers and overalys.
difuse2ta.jpg

few things to note
1)i dont intend on using a 1024x768 map for the final ..... this was just a test to see how it would turn out .
2) if your planning on texturing a char make sure ur a organized ps user ie name ur layers and all that mumbo jumbo .....put similar adjusment layers in groups ...it will make ur life much easier in the long run.
oh yeah and a bit of useless fact but it took 63 layers to make this :D
 
63 layers...wowzorz. :) looks good(not sure if it looks like a head but still good) :)
 
are u bored lol ..ur replying at marvelous speed.
yeah it is shiny im playing around with hdri ...does anyone know if we can use hdri maps for reflections ?. i know we can use it for lighting but im not sure about reflection.
 
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