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sicky
05-21-2006, 05:50 PM
Been working on this for a while. I'm liking how it's turning out and hopefully it will be a helpful addition to my new reel when it's done. There are still some seams that will need to be patched up once i'm satisfied with the rest of it. So I wanted to get people's opinions, suggestions, and critiques on the textures to make this a better model before I wrap it up.

1130 Triangles
1x Color/Specular/Normal map

http://www.artsickle.com/Gallery/solfront.jpg
http://www.artsickle.com/Gallery/solangle.jpg
http://www.artsickle.com/Gallery/solback.jpg
http://www.artsickle.com/Gallery/solwires.jpg

Thanks in advance. :thumbsup:

brekulis
05-21-2006, 06:03 PM
Nice, I like it

Kevin-Killjoy
05-21-2006, 07:01 PM
Hi there...I assume that you want to break into the games industry etc and want to get a new piece for your reel etc?

I've been in the games industry for 10 years, and have been hiring and interviewing people for seven or eight years. I hope you consider the following crits, I know it may be a bit of a downer to hear, but I think this should ultimately be helpful:

1) the design is not "matured" yet - it really needs some serious thought. Alternatively, you could just use an historically accurate design.

2) Skin this model up, and you'll find that it won't bend properly at all. You can't have a vert in the middle of the skirt like that, you usually aren't allowed to assign verts to non-consecutive bones (e.g. right leg and left leg). It's redundant anyway. There's not enough geometry in the knees, elbows, ankle or pelvis to bend properly. Basically, you need to skin it up, and start bending it to see where the problems are.

3) Use bigger textures and more geometry. Most next-gen characters will have 5000+ verts, so go for it.

sicky
05-21-2006, 07:34 PM
Kevin - Thanks a lot for the crits. I guess for the design, the biggest problem I have is no pre-pro, but I'll definitely keep that in mind for future characters. I kinda see what you mean about the shirt and 'm not quite sure what you mean about the legs. I will skin it up, as you said, and try to find the problems that way. The poly count is kept really low because this was going to be put in an RTS I'm working on so there was a pretty low limit I had to work with. Around 1k. But it's really great to hear from someone with experience what I should be aiming for for my reel.

DeadBoy
05-22-2006, 07:31 PM
I agree with all of the above comments, and can add only a few of my own: It's a solid looking model at first glance, but I see no use of the normal map. His armor is kind of bland, and an obvious symmetrical texture map. Why not use the normal map to add in bumps/scratches/etc to it? add in some finer detail in the texture. The hood around his head should have a bit more definition as well, but that goes along with the above comments on better edge looping and finer detail.

It's a solid start, but not quite ready for a reel just yet. Keep hacking into him, I want to see this guy look bada$$. Good luck!!:thumbsup:

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05-22-2006, 07:31 PM
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