View Full Version : Heavy Unit
09-25-2005, 02:26 AM
This is a Heavy unit character I'm making for a friend's game. I decided to go ahead and post as inspiration to finish sooner. Pictured is the high detail mesh. It has about two week off and on during freetime. Basically what's left to do is: finish/clean up this mesh (arms, shoulders, back, etc), build the low poly mesh, generate the normals, and create the color/spec maps. The armor is so thick that it makes him appear a bit stubby, but all proportional issue should be corrected in the low poly mesh.
click picture for full size image
09-25-2005, 04:03 AM
I really like it! Great job!
The biggest problem I see is his rectangle of a foot. I'm sure it would look better if you just rounded out the edges.
09-25-2005, 04:11 AM
hehe, dropped those box feet in and forgot about them. Thanks, I'll get that. :P
09-25-2005, 10:02 AM
looking forward to seeing this one low poly with normal map. keep em coming...!
09-25-2005, 10:56 AM
Great Design. I especially like the knees. One thing that bothers me is the armor around the stomach area. Guess he'll have a hard time picking things up from the floor. Because is armor prevents him from bending froward. ;)
The head/helmet design is cool as well.
Looking forward to the lowmesh+nomalmap.
09-26-2005, 01:47 AM
Thanks, thrawn. Actually a lot of that chest/stomach gear is for a large weapon to be mounted on, but, tbh, I doubt this guy would behinding over to tie his shoes or anything. :)
Good point though, keep them coming. All these little things are easy to miss.
09-26-2005, 06:03 AM
he sorta reminds me of shirow's stuff... anyway I checked out your webpage you've got some cool stuff on there. :D
This is GREAT stuff!
Great design, great execution!
Just went to your website and it looks like there's more where that came from. Excellent stuff all around! I especially like that alien landscape pic.
09-28-2005, 01:32 AM
hehe, thanks Jfalconer, fahr. :)
Quick normal map test on a low poly mesh. Maya decided to eat my low poly after I UV'ed it, so I had to rebuild really quick and shit out new UVs. Anyway, the low poly is 1350 triangles, and the normal map is 1x1024x1024
I thought the low mesh looked kinda goofy, but it works pretty good, so I'm happy with this test. I'll spend some more time figuring out what details work and what needs more definition in the low and update soon.
09-28-2005, 02:37 AM
that normal map detail is incredible!
nice job dude - excellent work
oh, would you mind posting the wire for the highpoly mesh?
09-28-2005, 02:52 AM
Wow, holy normal map batman, well done. Something about the concept though that bugs me. I think it's the proportions. He seems really stumpy to me. I understand he's got a ton of armor on, but he seemes to be too short. And the functionality of his suit is questionable. It would make it more believable if he could move his head. Also raises questions for animating. He's gonna have a funny walk if you don't want any geometry crashing. Just some thing to watch out for, but overall, a VERY impressive normal map (and modeling of course).
09-28-2005, 03:08 AM
The low poly looks feminine. Maybe because of the big hips. Is it a she?
09-28-2005, 03:40 AM
here's the high end wires, the back is still rather simple, but I reckon in game that's not a big deal
As for it's locomtion, I'm donating this model to a friend's mod. They determined how they wanted the mesh split up for animation, and according to them, head movement wasn't a big deal. Right now, the low poly is a segmented mesh between upper, lower and arms.
Panupat, haha, yea he's a bit of a fatty, maybe he's transexual power armor. :D
09-28-2005, 03:55 AM
sweet work man. Would you mind posting your normals. I'd like to see how you handed it.
09-28-2005, 04:11 AM
Looks good man, cool looking suit/armor. That was a WIP on your website right, just finished wrapping it up huh ??
09-28-2005, 04:11 AM
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