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G0st
08-07-2005, 08:29 PM
Hey guys, been awhile since i have posted. Here is a character im working on for a mod, its one of my first characters im fairly pleased with and i think looks natural without a texture. Theres 2 areas which i think need some fixing, but im not sure how. The buttocks and the crotch as well as the arms (i cant seem to mimic the idea of loose clothing). Feel free to crit, its always welcomed.

G0st

http://www.frag-ops.com/g0st/body8.jpg
http://www.frag-ops.com/g0st/body9.jpg
http://www.frag-ops.com/g0st/body10.jpg

G0st
08-09-2005, 12:17 AM
i updated the body, and fixed thef ace, cropping polies that didnt do much, the head stands in at the 7xx Triangle area.

200+ views and no replys? cmon guys =(


http://www.frag-ops.com/g0st/body11.jpg

HellBoy
08-09-2005, 12:32 AM
I like it, very good,


srry can't offer any pro advice, really wanna see it subD

fattkid
08-09-2005, 03:23 AM
Hey, looks like you're off to a good start. Thought I'd share some thoughts with you.

The hip/knee orientation is a little off. It looks very feminine. Generally, a man's knees will be pretty much right below his hip, wheras a womans knee will be more inset due to having wider hips. You're model's hips aren't too wide, but his knees are too close together. Maybe make them a litle less shapely too.

I also think the torso seems a little long. The arms, legs and head seem to be proportionate, but not the body.

On the close up of the face, the nose looks too small. The bridge should be thicker, and there should maybe be less space between the bottom of his nose and his upper lip.

For loose clothing, just model some basic, major wrinkle shapes, around areas like the bottom of the pants, or maybe the knees. If you're going to add extra geometry for wrinkles, maybe try to put them in areas that are going to deform. It'll look a little more convincing.

The ski mask face looks pretty good, but you could probably optimize it a bit, losing some unnecesary polys and trying to get your edges to flow around the topology a little smoother, perhaps a little more anatomocally correct.

The upper arm on the guy with the white T shirt is a little off. You should definitely get some anatomy reference and refer to it while you model. You can't really fake anatomy. Everyone can tell when something's not right, even if they can't say exactly what.

Hope I don't sound too overly critical, cuz it's a pretty decent model. Good luck.

G0st
08-10-2005, 01:44 AM
heres an update, it shows the base body which i modeled and use for each unit. and the revised head

Comments and crits please

G0st

http://www.frag-ops.com/g0st/body12.jpg

DeadBoy
08-13-2005, 10:01 PM
Looks nice, but I would change the hips a little- he looks masculine from the waist up, but his hips are a little feminine. Also if you are going to animate the mouth w/ mouth cavity you may want to adjust those edge loops so they start just above the nose- this will make the creases deform correctly. Other than that, keep up the good work- he reminds me of one of those CTU guys from 24!

G0st
08-21-2005, 09:10 PM
heres an update, its been awhile

im much more impressed with this head and basic body layout

G0st

http://www.frag-ops.com/g0st/bodywork.jpg

G0st
08-21-2005, 11:07 PM
really, no one has any comments? Im really struggling here with character modeling, im more of an environment kinda guy, anything at all will help

G0st

Jaun
08-22-2005, 02:42 PM
It looks good for a start, his legs are in real trouble, he looks knock-kneed. My best advice would be to use some reference material. If you are using reference material now then it may be flawed, especially for the lover part of the body. The head looks great, some wasted polys but for a first attempt its pretty good.

ArchangelTalon
08-22-2005, 03:36 PM
He seems fairly accurate proportion-wise. You might want to move his hips/crotch area up a wee bit (and widen it, slightly) as I think his torso is slightly too long.

The main problem seems to be his legs. His knees seem kinda nobbly and he could use some calf muscles to balance out his thigh muscles. Also another loop around the knees for deformation's sake.

I think the top half of his head is a little too tall, too.

It's odd, the model seems off somehow, but it's all pretty much basically right. Hard to pin down what looks askew.


Also, I'm not sure that a terrorist would be running around without any clothes on :P Are you planning on switching some in instead of the body once you have it worked out? Seems a good amount of extra work when you could model them in from the get go.

SHEPEIRO
08-22-2005, 04:30 PM
you need to get rid of the "lady shape" thighs, get some detail in the knee, and widen the head behind the ears so it looks more like model sheet, this is why the head loooks too tall.

G0st
08-23-2005, 12:30 AM
thank you so much for the help

heres the update, looks alot more "manlike"

im having alot of trouble with the arms, anyone able to give me some good arm references TOP SIDE FRONT

G0st

http://www.frag-ops.com/g0st/bodywork2.jpg

G0st
08-24-2005, 06:17 PM
heres an update, crits please, im begging you!!! =P

G0st

http://www.frag-ops.com/g0st/bodywork3.jpg

Asorson
08-24-2005, 09:25 PM
The best advice I can offer you is to study the way muscles tend to flow in and out of each other, the way they insert at certain points, wrap around at certain points, seperate to create creases, and then come back together.

For your character's musculature you are relying too heavily on the cylinder approach and what happens is that instead of your appendages looking like they are covered in muscle, they end up looking like they are made of sausages linked together. The cross sections which run around the cylindrical pieces of your body should not always remain parralel to each other. Sometimes they terminate into each other, sometimes they squish up against each other, sometimes they intersect each other.

Good anatomy reference can be a real help. Sometimes medical anatomy books aren't the best because they don't show the muscles with the skin on, but things like bodybuilding magazines, and even comic books with their exxagerated proportions can be useful reference.

Also don't be quick to add too many polygons. I like to always keep as few polygons as possible on the model until the entire physique is roughed out and everything looks correct and proportional. Then go in and add detail geometry.

G0st
08-28-2005, 04:42 PM
Thank you so much erik, for my next model i will take the non cylindrical approach and focus more on the flow of muscles and how the connected to one another

in the meantime i managed to get some texturing done, crits please, as im not much of a texture artist

The shirt is a little bit of cheating, i used a grey tshirt overlay with some fold already in them and changed in slightly in photoshop. I should try and fix that with my own texture, if anyone has any links to clothing tuts please post them =)

THe head is completely made from scratch, so nail that baby away

http://www.frag-ops.com/g0st/bodywork5.jpg
http://www.frag-ops.com/g0st/bodywork6.jpg


Now in my honest opinion something looks odd with the head, i dont know what it is though. Can anyone point it out?

G0st

[INS]Jeremy
08-29-2005, 12:46 AM
Yea, the forehead is wayy too big/tall.

G0st
08-29-2005, 01:35 AM
i thought that was in Jeremy, when i get home i will fix that up.

Thanks for the crit!


G0st

Soulcialism
08-29-2005, 05:54 PM
not sure what game engine you're planning on putting this in, but by most standards 12,600 tri's is on the heavy side. before you try rigging and weighting this guy, i would make a couple passes over him and try to clean up excessive poly's.. you've got a lot of excess polys in the chest, back/butt, and head. also, i second the comment about edgelooping, it would help your poly flow and thus optimization, and it'll make the character look a lot more natural. check out this link http://cube.phlatt.net/home/spiraloid/tutorial/index.html (http://cube.phlatt.net/home/spiraloid/tutorial/index.html)

about the tshirt texturing, being creative about using already existing materials is part of the game... don't let it be the only source of your texturing ability, but the skill of being resourceful and getting at least something put together on the character quickly is a good thing.

best of luck

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