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ThreedyModeler
04-23-2004, 03:27 PM
Here is a model that I have done for a military simulation at my work. It is based on the Future Force Warrior developed by the US Army.

Modeled in Max6, texture painted in Photoshop CS. I made four variations in the face texture so when there are several of these guys in a scene, they wouldn't look like quadruplets. ;)

Model Stats:
1- 1024x1024 TIFF for body & packs
1- 512x512 TIFF for face & helmet (four variations)
1- 256x256 TIFF for Glock handgun prop(s)

Polycount: 5015 tris (including the two pistols)

This may seem like a high polycount, but since these are the main character models for the simulation, they needed pretty high detail. Plus, our simulation engine runs on high-end computer systems, which can handle fairly high polycounts. I will probably make a lower LOD model for when they will only been seen at distance.

I am rigging the model right now, so I should be able to get an action shot up soon.

Comments and critiques appreciated!

http://home.cfl.rr.com/digitalskunkwork/ffw/ffw.jpg
http://home.cfl.rr.com/digitalskunkwork/ffw/body.jpg
http://home.cfl.rr.com/digitalskunkwork/ffw/head.jpg

dur23
04-23-2004, 11:26 PM
Looks Good. But there are some areas of the design and anatomy that are in need of some tweeks imo.

1. Length of neck. The bottom of that mask thingy should almost be touching his collar bone.

2.Placement of the shoulders is way off the mark. Plus with the placement of the shoulder pads, it makes it look even further displaced. I'd say bring em a fair bit closer to the vest area.

3.The length of legs is looking off. They say that the length of the thigh bone is close to the length of the distance between the pubic bone to the collar bone..(alters slightly per person, but is fairly consistent)

Texturing details look decent on model. Looks a little blurry for a 1024 and a 512. But i can't really see the flats (cause of that insane water mark ;P ).

Really like all the little attachments on him tho...looks heavy:)

ThreedyModeler
04-24-2004, 12:45 AM
dur23, thanks for the reply.

Yeah, I was thinking the neck was a little long too. Now that I am looking at it, I think what really accentuates the problem with the neck and shoulder pads is how the shoulder straps for his vest digs into the profile of his shoulder too much. Perhaps the strap needs to be brought up a little... or I can just shrink the neck down a little... whichever works best for the proportions.

The texture might look a little blurry on the body because I did a lighttracer with only 1 bounce - I will post some self-illuminated scanline renders with some better detail shots when I get to work on Monday.

Sorry for the insane watermark, I didn't realize it was that bad! I threw this post together super quick since I was at work. I will take it off and repost on Monday.

Thanks again ;)

ThreedyModeler
04-26-2004, 02:29 PM
Ok, I tweaked the shoulders and worked on the proportions some. It turned out the belt and groin just needed to be nudged up a tad. The knee was in the right place, and the overall height was correct (roughly 7.5 heads) Here are some updated images- an ortho turnaround and two detail shots with 50% self-ilum. and default scanline. Oh and I took that silly watermark off the texture sheets too ;)

http://home.cfl.rr.com/digitalskunkwork/ffw/ortho.jpg
http://home.cfl.rr.com/digitalskunkwork/ffw/detail01.jpg
http://home.cfl.rr.com/digitalskunkwork/ffw/detail02.jpg

Matt
04-26-2004, 02:59 PM
Aka "MIND CONTROL WARRIORS OF THE NEW WORLD ORDER."

:)

Good work so far.

ThreedyModeler
04-27-2004, 08:22 PM
Matt: Yeah, believe it or not, that is actually the official Army name for these guys... at one time they were the Objective Force Warriors... so maybe the next time they change it they will be Mind Control Warrors... ;) Thanks for the reply!

Well, he is finally rigged and weighted so here is a posed turnaround for you all.

http://home.cfl.rr.com/digitalskunkwork/ffw/hero02.jpg http://home.cfl.rr.com/digitalskunkwork/ffw/hero03.jpg
http://home.cfl.rr.com/digitalskunkwork/ffw/hero04.jpg http://home.cfl.rr.com/digitalskunkwork/ffw/hero01.jpg

I want to go back and work on the texture some more, I think the camo makes it look a little too busy- you sort of lose the details I have put in the model. I think maybe desaturating or lowering contrast on the cammo layer might help. Any thoughts?

iwishforroot
04-27-2004, 10:07 PM
i was wondering is that your concept for the FFW or was it an in house concept (i.e. Armys idea)

PS i know the program is a DoD program but is this like ur artistic visualization

ThreedyModeler
04-27-2004, 10:55 PM
Hey, good question. This simulation project is specifically for the Army, so we are trying to make it as accurate as possible. But, with that said, I did take some artistic licence, especially in the texture. Photo references I used were from Natick Soldier Center (http://www.natick.army.mil/soldier/media/photo/index.htm) , who are developing the "real" F.F.W. But, the designs for the OFW & FFW have had quite a few revisions in their designs (even just in the past year.) So there is no definitive design to stick to.

I took some subtle cues from Master Chief from Halo and also Snake from Metal Gear in this version of the FFW.

Here (http://home.cfl.rr.com/digitalskunkwork/ffw/ofw.jpg) is the model I made a little over a year ago for the OFW. This was based off an artistic design from one of the artists on our team. In my opinion, the new FFW could DEFINITELY beat up the old OFW. :D

Also, a true FFW would probably be carrying an OICW for a main weapon... not an MP5... but I haven't modeled the OICW yet so I used what I had ;)

Thanks for your replies.

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