View Full Version : Obsidian Guard
teacup 08-02-2002, 04:33 PM A new model that I've been working on, still needs lots more work on the textures, but I think the model is finished.
It weighs in at 2138 tris, with 4 square textures (legs, body, arms+backpack, head)
I've been playing around getting it into quake3, been a pain in the arse too but its kinda working, I'll post the .pak file when its done if anyone's interested??
PS can anyone come up with a better name that an "Obsidian Guard" it sucks.
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alpha
08-03-2002, 09:09 AM
It looks really good so far. However I think the backpack needs a bit more detail, but that could be done with textures. I agree that the textures need more work.
Just an idea, maybe put some scratches on the blue metal. Work on the skin texture and the head, and you will have a really nice model.
ps. can you post a wireframe?
teacup
08-04-2002, 03:11 PM
well the textures on the arms, backpack and head arm just the lightmaps baked on, I've not done any work to them yet thats why they're a bit shoddy :)
I kept the backpack low detail because a lot of it could be done with textures and at 2000+ tris the model was getting a more complex than I wanted.
I've still got a lot to learn with texturing, this is only the second model that I've properly textured (see "evil boar rider (http://www.cgtalk.com/showthread.php?s=&threadid=15057) " for the other) so its taking me ages to do the textures. Anyway I like what I've got so far.
teacup
08-05-2002, 03:51 PM
wireframes:
teacup
08-05-2002, 04:26 PM
Just finished his gun, its modeled after a bolter from the Warhammer 40000 universe. Its 510 tris, with 1 square texture.
I think instead of being an 'Obsidian Guard' my guys gonna be from an early chapter of the Ultramarines, (say Warhammer 35,000 :))
teacup
08-07-2002, 09:15 PM
Right its almost finished now, finished the designs and textures for the body. I redid parts of the head to give it a better shape and some ears. Models now up to 2180 tris.
I'm gonna make a 5 man squad of these guys, because of the way the models designed, I can attach different heads, and all the insignia is on the main torso texture, so I can make a sergeant and some other specialised troops for the squad without too much extra work. Should look quite good I think.
SpiderMunky
08-09-2002, 12:45 PM
The model is looking good Davey Boy! Nice textures too. The only thing I think is weird is the area where the legs join the body at at the back. Doesn't look quite right to me.
Greg
Nicool
08-12-2002, 09:06 AM
Right done! Your character is wonderful...:bounce:
But you should look at the hands to make them bigger. On your weapon, the cylindrical mapping on the can isn't as good as the the model ;)
Bravo!!
Jonny Bubonic
08-12-2002, 04:13 PM
Could you post the textures up for a crit when you're finished them? I wouldn't mind a look. Good stuff so far though :)
teacup
08-12-2002, 05:13 PM
Thanks for the comments guys
spidermunky: I changed the backs of the legs where they join the body, they were too thin, he had really thick thighs then it went really skinny.
nicool: I looked at his hands, and they are a bit small, but They match the smallish head too, which I quite like, it emphasises the the bulk of the body armour. And I have no idea what you're talking about the gun?!?
Anyway, more comments welcome.
I've finished another weapon for the squad now, a missle launcher for the heavy weapon guy. Its 486 tris with one square texture.
teacup
08-12-2002, 05:31 PM
heres the textures for the marine, these are the 256x256 versions which I think will be the final size for them. The renders were done with the full size 1024s that I work on. But I don't lose too much detail busting them down to 256.
teacup
08-12-2002, 05:33 PM
and the textures for the weapons
Marcel
08-12-2002, 08:47 PM
make scratches..
make scratches!
MAKE SCRATCHES!!
MAKE SCRATCHES!!!!
Like said before by alpha, adding scratches would add so much to the texture! And it's so easy...just pick a light grey color, and scratch with a fine brush near all corners and on the edges of the armor plates. If you really want to go for it use two layers: one bare metal layer (grey color) and one layer of coating on the metal (white would look good).
Small details make the object look large and realistic.
Also, adding more dirt and using less saturated colors would make it look more real.
Great work, but with a little more work on the textures it would be even better!
teacup
08-14-2002, 05:52 PM
Marcel: I do agree that scratches would add to the texture but I haven't yet for two reasons, the first is that when the textures are busted down to 256x256 you won't be able to tell that the scratches are there, it just looks a bit messy. And secondly I am thinking of doing serveral versions of the skins, the first where they are in pristene condition before they have gone to battle, then a couple more where they have got progresively dirty, scratched and worn. Not sure about this tho, might be too much work for too small an improvement.
Thanks for replying tho
Anyway, I've now rigged up the model, not done it properly just enough to do some poses and stick it into quake. He's also got a knife now, and a sheath strapped to his leg.
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