View Full Version : WIP: Low poly, Pretorian Stalker
12-04-2003, 01:36 PM
This is a model I'm doing for Mutant Cronicles Online.
And I reached the point where I really need some heavy critique. Thank you in advance. :)
12-04-2003, 02:05 PM
hmmm ... thatís a nice model :)
I think that his lower leg legs should be a little longer and the higher part a bit shorter (especially in the back)
ooo ... poly count and wires please ;)
12-04-2003, 04:11 PM
This may be a bit of an odd crit, but you need some exagerration in your legs and forearms. His upper armor is so huge. To compensate for that and to make the model look that much cooler, consider bigger calves and feet as well as bigger forearms and hands. And don't just scale them! Think about how the character would look silhoutted and go from there. Right now your calves and feet look very short anyways. So just play with proportions till you get a good result. Consider maybe skinny at the knee then trasition to a huge foot print. Also check out some of the legs on the unreal models of unreal 2 and ut3 on their website. you'll see what i mean then! Good luck!
12-05-2003, 09:14 PM
i see what there saying about the legs needing to be a little longer, i think it looks pretty cool right now.
are you looking for info on the concept of the character... or how ya used your polys? this info would help, and if we could get a pic of the concept and a wire and tri count, these would also help.
so far looking cool, can't wait to see the texture progress.
12-07-2003, 07:42 AM
The model consists of 3306 triangles.
Regarding the concept:
Pretorian stalker looks different in different illustrations and the miniature is different as well.
I started with a miniature as a reference then I found this image
which is more detailed:
Here is the wire:
Hope it helps ;)
12-07-2003, 10:05 AM
12-08-2003, 09:15 PM
Really nice work!
I never want to meet him in an alley. :}
12-08-2003, 10:57 PM
I think you need to work on a few things. Its already a great model but with minor tweaks it would be even better.
>>Make the knees more higher. His knees seem to be too low
>>beef up his legs, especially his lower legs. Make em more wider and it would be more believable that his legs would carry that weight
>>His feet should also be more wide. And bigger.
>>I think you should shape out his biceps more. His triceps look fine they have a good shape. The biceps are a bit too long.
>>Bring on the texture!
12-09-2003, 02:53 PM
yes, you have to attack those legs! if you look at your concept compared to your model, the concepts bent legs are longer then your straight legs by comparison. You've got to start changing those leg proportions more if you want to finish this model off. I like the upper body a lot though and i agree with the bicep comment. Also pay close attention to the calf work on the concept.
12-10-2003, 01:41 AM
On your reference image, one set of horns looks like they're actually protruding from below the jaw line, which I think looks incredibly cool.
Legs: More exaggeration in the upper and lower legs. They are way too "clean" . I think there needs to be more definition in the lower leg as illustrated in the reference image.
Keep up the good work.
ah nice to see them old pics and a model.
i worked at target games at the peak of the chronicles era as a figure painter and co-editor for the chronicles magazine :)
12-10-2003, 02:34 PM
Hey thanks for all your replies! :)
Here I tried to play with proportions a little.
Do you think it's better this way?
Still have to work more on some details though...
12-10-2003, 04:08 PM
much better, but i think you could push it a little further. more detail and a more dynamic silhoutte(especiall around the legs). good job!
02-10-2004, 09:28 AM
Here is a textured version.
The texture is done by Kate, our texture artist.
02-10-2004, 10:15 AM
The texture on the face is awsome, very menacing. I also like the silhouette of this character a lot.
02-13-2004, 05:33 PM
the skin looks great but I think the rest of the texture lack a certain surface quality. What I mean is, is it shiny or dull or rusted? Are parts of the armor even metal? I think the legs especialy need some kind of specular quality.
02-14-2004, 10:29 AM
Originally posted by Akildee
... is it shiny or dull or rusted? Are parts of the armor even metal? I think the legs especialy need some kind of specular quality.
Ok, I see what you mean.. The armor is supposed to be rusty metal as in the concept.. But in case of dynamic lighting in the game engine the painted highlights will look fake... the direction of lights will change and the highlights will stay in the same place..
01-16-2006, 09:00 PM
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