View Full Version : Futuristic Cops
12-12-2005, 01:17 PM
I've decided to model some futuristic cops for my showreel. I'm aiming at around 8,000 polies or less. Here's a quick concept sketch I made today. I'm going to make a female version after this and maybe a chubby one too :)
12-12-2005, 01:24 PM
nice concept, good start :)
12-12-2005, 07:48 PM
Here's a little update. I've started modelling his uniform. He's currently 5588 tris.
12-12-2005, 09:12 PM
That really good, i like it, cant wait to see what its like finished :)
12-12-2005, 09:37 PM
I really like your concept behind it, looking forward to seeing it finished :)
12-14-2005, 11:11 PM
I'm new to game characters so any technical advice would be appreciated :) This is my third 3D model so far.
Here's an update on the lowpoly character. He's 7758 tris atm but I can optimize it alot more. IIRC, the Combine Soldiers in HL2 were about 6000 tris. Should I aim for that with this guy?
I still have to work on his trousers. I'm going to create a high poly version for normal mapping too :)
12-14-2005, 11:37 PM
Nice work there. :) Keep up the good work.
12-15-2005, 05:49 PM
Here's the optimized model. He's currently 4700 tris including all of his accessories.
12-15-2005, 05:56 PM
very very nice
12-20-2005, 01:36 PM
I've done a normal map test. I set my monitor down to 1024 x 786 and took some Direct X screen grabs from the viewport. The model has been optimized to 4288 polies too.
12-20-2005, 01:42 PM
Despite my sig, this is looking pretty damn awesome!
12-21-2005, 05:13 PM
Looking good so far! :beer:
12-22-2005, 01:06 AM
Thanks for the comments!
I've been working on his face today. Here's a 2.5mb vid of the improvements. The character has been reduced to 3280 tris and his map size is 1024 X 1024. This is fun! :bounce:
12-22-2005, 01:30 AM
Love it with the normal map on there....I would say add more to the legs and arms as far as the high poly m0del goes. But the chest and face look great! Could you post up some wires?
12-22-2005, 08:18 AM
Your model has progressed very nicely, good stuff so far. I'd say don't go any lower with the polycount now you've lost some of the silhouette on the upper legs and the bicep section of the arm, you might want to add a few more back in to smooth out those areas. I also very much like the slightly baggy material you have in the concept on the arms, how about modelling in some of those bumps to give the character a better sense of weight and then use the normal map to really sell the creases and bumps in the fabric. Im not sure if there is also any real benefit in modelling the legs quite so far apart, kinda makes the model hard to read at the moment without him being rigged, maybe something to keep in mind for the next model. Other than those minor things, cool work.
12-22-2005, 08:22 AM
It looks great, IMO. But at of a noob's curiosity, why is he posed like that?
12-22-2005, 04:27 PM
The face really turned out great with the nm. I dont know if it's the angle, but i feel the arm is a bit short...elbow should end roughly at the belly button and wrist is usually below the crotch.
12-22-2005, 04:27 PM
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