PDA

View Full Version : Soldier in real time engine


Alfred
05-17-2004, 02:24 PM
Hi eyeryone,

My first post. Here's a soldier I textured. Modeled by a friend.
Poly count - 5040
Texture maps - 2 X 1024x1024

Currently too busy to pose or animate him, so please bare with it :)

http://www.bluesubstance.com/downloads/soldier1.jpg

http://www.bluesubstance.com/downloads/soldier2.jpg

http://www.bluesubstance.com/downloads/soldier3.jpg


It's also packed in a self running 3D engine. You can rotate and see closeups. Turn dynamic lights on/off.

Soldier.exe (1.6mb) (http://www.bluesubstance.com/downloads/soldier.exe)

System Requirements:
DirectX 8.1 and above
Win98/Me/2000/XP
3D cards with 1024x1024 texture support

*Update your video drivers if there's problems

A-Pek
05-17-2004, 02:45 PM
Wow the textures are great. I don't really know the technical side to games but this looks good.

One crit would be that if you're going to cammy his face you should have it smudge down his neck too. Dark colors on cheeks nose and chin and lighter colors around the eyes and upper lip.

Also after looking at his boots they could use some love. I don't know what it is about them but they don't seem to fit in with the rest of the textures. Do you plan on texturing the soles of the boots?

da_rock21
05-17-2004, 06:56 PM
his texture is not that detailed, why have two huge sized maps. you really only need 1 1024x1024 if even that big.

those are my thoughts

jasonbowers
05-18-2004, 08:50 AM
Cool man!

I really like your viewer. Is that something you wrote yourself or is it comercially available? I would like to put some of my models into something like that.

regards

a.

Alfred
05-18-2004, 04:05 PM
aomcaloes - I'm using Quest3D for the 3D player. Check out
Quest3D.com (http://www.quest3d.com/)

There's a demo edition which works really well, just a splash screen whenever the player runs.


da_rock21 - I have to disagree on that. I've tried smaller maps but didn't get to see all the details I added. Could it be possible your 3D card don't support 1024 maps? The player could have scaled it down to the nearest supported resolution. Just my thoughts.


A-Pek - Ya, base on some research I did, some soldiers only cammy the face while others cover the neck as well. I guess I chosed the face only as it's more interesting....to me at least :)

Ya, the boots are pretty basic. Didn't plan for people to see the base of the boots too.

Thanks everyone for their comments.
- Alf

KeepItEvil
05-19-2004, 02:27 PM
The textures are impressive, The more maps you can stuff in there the better, more realistate... better quality textures.

The only downfall to this model, is that is not anatomically correct... at all.

His head looks to small for his helmet, his hands look like meat hooks, start showing your textures using no lights... we want to see if you can paint.
Also I would love to see the boots.

There is a golden rule to asthetic modeling. Tim burton has this concept down. Im talking mainly about proportions. if it looks off, it is off. Walk away, come back... if you cant see it ask a friend. You can allways count on old people. They can ALLWAYS tell if something looks... off.

Youve got serious potential,

Keep your maps high quality... you dont have to have the detail if the crispyness is there to back you up

Id love to see more.

Alfred
05-19-2004, 03:24 PM
KeepItEvil - Thanks for your feedback. Having 2 x 1024 maps is already a luxuary for real time graphics. I think the real skill lies in getting great skins while using less maps.

As for the model, I'm just happy someone gave me this opportunity to do some real time texturing.

In the 3D viewer, you can turn off the lights and see the texturing with self illum material. Boots were pretty rushed off as I had some other things to do now.

- Alf

Alfred
05-19-2004, 03:32 PM
Here's the 2 maps:

http://www.bluesubstance.com/downloads/body.jpg

http://www.bluesubstance.com/downloads/webbing.jpg

sybille
05-19-2004, 07:32 PM
the engine looks very cool , i love its shading but yout char has too big hand too big arms too big neck etc....and for the texture
well its just two 1024x1024 nothing less and nothing more!

Hale
05-19-2004, 11:31 PM
very nice

Alfred
05-19-2004, 11:42 PM
Originally posted by sybille
and for the texture well its just two 1024x1024 nothing less and nothing more!

I'm not sure what you mean by nothing less and nothing more :)
If your talking about bump maps/specualr maps.....well, this is for real time, and I'm not showcasing the capabilities of the engine, but the art and techniques of game art.

- Alf

S. J. Tubbrit
05-20-2004, 06:49 AM
Hi, Nice work

My only crit is, his face is a little flat (for 5040 Polys, I might have expected a little bit more detail used there), and the textures seem a little washed out, try giving them a little bit more saturation. Great work.

BTW, How did u create the quest 3D file ? I bought a copy of the Lite version ages ago, but never really got into it, have you a small tutorial on how you created the file in Quest 3D, or possibly send me an empty quest 3d project ?

Steve.Tubbrit@VisSci.Com

da_rock21
05-20-2004, 08:13 PM
dont get me wrong, your texture looks great and yes there is a lot of detail, but you saif it yourself..

" I think the real skill lies in getting great skins while using less maps."

i thought that you might want to try and achieve your same level of detail with a smaller map.
true, 2x1024 is a real time benifit, but even thought it can do that doesnt meen that is doesnt effect the preformance of the engine. the less texture maps and poly count the better.

but then again if this is jsut for your own personal use then all is well. sorry if you thought i was ragging on you or somthing.
the texture looks great. i love the cantines

Alfred
05-21-2004, 01:05 AM
da_rock21 - No prob, thanks for your feedback.
Yes, this is just a personal project, and only planned 1 soldier in the entire scene.

The water bottles are a pain to do, especially the seams for the top 2 flaps :)

Freakychakra
05-21-2004, 01:09 PM
Good textures.

I think one thing your model could benefit from, is eyes that are not part of the mesh.
Right now they come across a bit flat, gemotry wise.

As for the texture number and size, I am almost certain that UT is using 2 times 1024*1024:
http://udn.epicgames.com/Two/UnrealTexturing

Johny
05-21-2004, 06:07 PM
i love it , nice work ;) its obvious u used some photo references, in the textures, where did ya get them ?

Alfred
05-22-2004, 02:33 AM
Oh, I own a few pairs of army uniform. I'm from Singapore. All guys have to go through army.

There is a website I go to for references, http://www.thevietnam-database.co.uk/Resource/Database.htm .

killian
06-03-2004, 12:41 PM
the referance is really nice thx for the link.

i really like the way you have displayed your model in quest 3d it enables the viewer to see the model within 3d space without having to own the software you used.

i have tried using quest 3d but have been unable to create what you have made i was wondering if it would be possible for you to show me (tutorial) or as S. J. Tubbrit asked for a empty quest 3d project ? so i can expore your file to see where i am going wrong.

you can pm at

philipbrown77@hotmail.com

regards

killian

Alfred
11-05-2004, 06:15 AM
Finally has some time to update the soldier. Thanks everyone for their feedbacks.

Updated in real time engine: http://www.bluesubstance.com/downloads/soldier2.zip


http://www.bluesubstance.com/downloads/pose_v2.jpg


http://www.bluesubstance.com/downloads/pose_closeup_v2.jpg

dominicqwek
11-05-2004, 06:24 AM
Nice work alfred. good to see another singaporean in here. :)

the_podman
11-05-2004, 05:49 PM
Good textures.

I think one thing your model could benefit from, is eyes that are not part of the mesh.
Right now they come across a bit flat, gemotry wise.

As for the texture number and size, I am almost certain that UT is using 2 times 1024*1024:
http://udn.epicgames.com/Two/UnrealTexturing
If you've ever opened up UnrealEd packaged with UT2003 or 2004, the player textures are indeed 2 sheets of 1024x1024, one for the head and one for the body. Some games like PAINKILLER are even using sheets as high as 2048.

Nice job on the model. I've got Quest3d on my PC but it's a little bit on the hard side to figure out. Does it support animation import? Could you perhaps point me to a good tutorial on it. I've been using UnrealED's matinee feature to test out my models in realtime but the quest3d thingy seems like a better route.

Thanks,
-pod
my current little ditty (http://www.cgtalk.com/showthread.php?p=1633694&posted=1#post1633694)

Matt
11-05-2004, 07:03 PM
Those two tendons on the front of his neck are too close together. (The things that are around his adams apple.) You need to widen that area of the texture.

On the model, however, his forearms are too thick towards his wrists. Forearms are biggest at the elbow and smallest at the wrist, not equal.

I would try seeing what a 512x512 for the face would look like. The 1024x1024 is fine for the body, but maybe you should also see if the 512x512 is acceptable too?

Post some shots of the 512x512 version if you can.

Also, dirty him up a little bit. He doesn't look like he's seen any action.

Alfred
11-07-2004, 11:59 AM
Updated some suggestions made here:

Matt - Good call on the wrist. Also added a drit map switch.
The face is already lower than 512. It's part of the body texture (pg 1).

Updated in real time engine: http://www.bluesubstance.com/downloads/soldier2.zip


http://www.bluesubstance.com/downloads/pose_v3.jpg

Por@szek
11-07-2004, 12:41 PM
Hi!

About the 2048 txt. Yes the texture in the Painkiller were so big, but only the final bosses have it. This texture isn't enough big, becouse on the scene were not any other characters, and boss was veeery big (like in the serous sam).

About model. Looks very good to me. But txt coul have a little more contrast, color are to bright. Ears, for me, are to fat. The thumb is to long and must be bigger a bit.

Finnaly model is awesome, this details are only a details :) and I could always wrong.

Best

CGTalk Moderation
01-18-2006, 06:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.