View Full Version : Ghost Sniper
damageINC 03-11-2005, 08:43 AM This was a second model in the military theme I've been trying to work on. Rather than completely remodel my Ghost, I cut out a lot of the unnecessary poly's in the lower legs and chest.....widened body parts as required (snipers generally wear large one piece padded "ghillie" suits).....and added a bunch of planes that I'll texture soon with alpha maps. BTW, aside form the face, hands, and boots, I'll be retexturing the body suit so it looks correct.
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mustra
03-11-2005, 09:51 AM
well, if u havent textured already would say or mesh has some proportional issues, because..lets think a bit.........ur character is like big as hell, the man is fat ! :D, and how is a sniper suposed to be fat ? a sniper is suposed to be discreet, that guy can be spoted eyenaked one mile distante, he looks like a rino ! but then again, i kind off like the style, its...unique.
well, since uve textured it, i would say u have some uv strecthing in the chest bu thats easy to fix, and that u gotta finish it , after being textured it myght look better, but then again this is a hack and ur model doesnt has functional topology, but then again human shapes are the hardest, cause u got no way to hide ur mistakes, my honest opininion ? do another one.
damageINC
03-11-2005, 10:55 AM
Harsh critiques...but I'll take them in stride.
First, I stated at the end of my original the post that the texture for the actual suit (his arms, chest, and legs) still needed to be completed. The stretched texture you see was the original texture for the Military Ghost (special forces soldier) I did a few weeks ago. I just didn't bother to remove the texture from the model. Follow this link to that post:
http://www.cgtalk.com/showthread.php?t=202536
Second, the fact remains that while this is a fairly low poly exercise (around 1600 tri's) the model's proportions are accurate. Ghillie suits are basically one piece nomex suits with lots of padding on the belly, legs, and arms....and canvas strips along with real foliage on the back side to break up the human form. The reason for the frumpy-ness is that in reality, snipers aren't these super fast moving solid snake types. They actually spend a good portion of their time crawling along the ground......in fact, they almost exclusively shoot from a prone position....hence the padding on the front of the suit. See the below image:
cstonecg
03-11-2005, 01:39 PM
i see where you are going with this guy and i see why you made him so thick. a jungle sniper would be so and those suits are thick and heavy. now you have the bases down and all you need to work on is the texture. with the right texture it could be real nice. as of now it looks like you have a lot of work to put into it. you might also want to put some lights or a different backround to bring him out in your renders. but good luck with the rest of the project.
mustra
03-11-2005, 06:08 PM
hmmm, now i see from teh reference it indeed looks ok, although i could have shaped it up a bit, but well, this way it spares polys, one thing i still dont like and didnt like from the soldier model (wich was cool indeed) his the hands, they look to big for me, even if theyre gloves, i think theyre to big, anyway, finish it up so u can make me swallow my own words :D, go for it :thumbsup:
damageINC
03-12-2005, 11:14 AM
Quick update on the texture.....I spent a few hours on it tonight fixing some minor uv issues from the previous model. I also got a good portion of the base texture for the sniper's body finished (it's still going to require a LOT of dodging and burning since the outfit is fairly wrinkled). The camo on his head and back (along with the alpha map) are hopefully going to be completed this weekend.
Zerafian
03-12-2005, 05:32 PM
hey man throw up a texture map, or you can jsut tell what size map your using, they seem a little pixilated.
damageINC
03-12-2005, 09:38 PM
The map is 512x512......I think the pixelation you see is actually a combination of the camo layer (I placed a slightly transparent color layer over it) and the dirt layers. Unfortunately there isn't much I can do about the dirt layer. When I use the dissolve feature in PS.....the pixel size is already set. :(
Small update: I did a test with the camo pattern for the stuff on his back. I still really need the alpha to make it stop looking like a box....and there might be a couple stretching issues with the hood, but overall I like it. Let me know what you think.
damageINC
03-13-2005, 09:34 PM
Oops...forgot editing doesn't bump the posting......just want some feedback on the updates above (check out the edit to the post for the changes and where I'm going with this). Thanks. :)
mustra
03-13-2005, 09:44 PM
loking good, but how big is your texture map ? 128*128 ? because the texture looks a bit to much blurry.
damageINC
03-14-2005, 04:27 AM
I think the blurriness is from the size of the blank from which I made the tiled texture from. I'm going to have to play around with that a bit more and probably shrink the tile size down some. The texture for the back camo is 256x256. I'm a little concerned about adding too many textures.....so for each of the separate objects I'm giving them fairly small maps. Since all I want the camo to do is to make it more difficult to see the unit when in foliage, I'm not too worried about minor issues with blurriness.....I do however want to address the stetching issue with the hood. I'll post some updates later tonight.
there is some noticeable mirroring of the texturing down the middle.
Becareful of that, especially with camo patterns.
damageINC
03-14-2005, 07:54 AM
Here's the next rev of the camo pattern: shrunk down the tile size for the base texture....it might be a bit too small, though...I'm not sure if I like it.
damageINC
03-16-2005, 07:53 AM
I ended up doing an alpha test with the entire body tonight (approx. two hours worth of work). There are a couple of mirroring issues on the back side with the alpha map (most notable is the area hanging between the legs). I'll take care of that tomorrow. Let me know if people think this addressed the flatness/squareness issues with the camo pattern. Thanks.
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