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green556
05-16-2004, 11:51 PM
Hello All,

This is a repost of my 1st post which incidently was lost during the hack. This is based on the typical setup for urban operations. The model is 3500 tris inclusive of weapons.

I am not texture whiz as you can see. so plz comment where I should correct.

http://www.xyzstudios.com/ftp/wire.jpg
http://www.xyzstudios.com/ftp/static.jpg
http://www.xyzstudios.com/ftp/pose1.jpg

Prs-Phil
05-17-2004, 09:43 AM
Nice model, maybe you didnt make to much out of your polycount but still very solid.
The textures seem a bit blurry or is that just because of the low quality of the images posted ?

Texture sheets would be great :)

Badname
05-17-2004, 02:27 PM
Wow looks very real with textures and the pose. Only - is bit low quality texture. GJ.

jasonbowers
05-18-2004, 08:40 AM
Nice use of polys. Good work my friend.

a.

Jimmy_Dublo
05-18-2004, 03:18 PM
Wow I like, I like.

What did you make this with? 3d max?

Did you make it with Box modelling and mesh editing?

(sorry about the newb questions, just trying to see how other people make their models ;) )

Wootly
05-18-2004, 03:39 PM
This looks almost exactly like the Raven Shield series player models.

The model is pretty good, only suggestion I could make would be regarding the textures which are way too blurry.

Overall good job man.

green556
05-20-2004, 02:35 AM
thanks for the comments guys
sorry about the compression on the images

to answer your queries, the textures is a collage of several photo reference from the internet. hence some of the blurry contrast. I am using 2 512x512 maps. one for the main character and the 2nd for accessories like helmet etc. learing the ropes of texturing.

done in maya through box modelling.

I have a question to the industry guys. What is an acceptable poly limit for a character including anything it may carry like a weapon. This perplex me more of a marketing question rather than technical. Given the "average" graphics card(potential market group vs actual market) what level should I aim at. I am preparing my portfolio so I would appreciate a standard to measure to.

Omita
05-20-2004, 06:57 PM
Eeekkk too much white. Try a more medium value bg. The character looks great. How about a close up of the face.

-Omita

peter86
05-20-2004, 09:19 PM
Originally posted by green556
What is an acceptable poly limit for a character including anything it may carry like a weapon.

Games like UT2K3/2k4 use like 2'500 polys for the caracters(whitout weapons and such...)
Our game is going to use like 4-6k polygons for characters (whitout weapons) the weapons are like 1500 - 2000 polys more.
There isn't a industry standard or something like that... but be shure your char isn't over 10k polys like Unreal3... :)

damageINC
05-25-2004, 12:42 AM
Hi there. I really like your work. Like others said, the texture looks a tad stretched, but other than that, really cool. A couple of modeling notes: first, as can be seen from your kneeling pose, the shoulder needs more geometry. I'd suggest removing geometry from the elbow, as it only has to bend in 2 axes as opposed to the 3 for the shoulder. Or you could detach the arms and have them disappear into the arm holes of the vest....that would probably be the best solution.

You can see the texture work I did on a really low poly navy seal in the finished work forum. I think my guy came out to about 420 tri's total.....but that was for an rts. These days, rts's look to be able to handle at least a 1000 poly's. So I'd say that your current poly count is about where you'd want to be. I think 6 to 10k is more for high end machines and engines (like HL2). Most people don't even own video cards much past a geforce 4 if that.....so I think your stuff is right on target. Nice work, again.

damageINC
05-25-2004, 12:45 AM
The second issue was with the hands......I feel that they're wasted poly's. The should also be thicker. Currently they're way too thin.

Dogzer
05-25-2004, 03:46 AM
i love it. Looks very realistic. Polycound it a bit too high though. My advice is to lower polycount on the arms. It wouldnt hurt as much as it would do good.

madshooter
05-29-2004, 07:39 PM
Hi,
I like your character. keep it up

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