View Full Version : WIP - Warrior Model

06-13-2006, 03:08 PM

OK, I got really bored with my other WIP. I made so many silly mistakes early on that it has become almost unmanagable now. So I decided to just make a model for fun with no references and just make it up as I go along. I've got a rough idea of a roman/greek style soldier but I'm not going to stick faithfully to any time period.

So here goes, please chip in any comments or crits

This is just my first save. I am massing out the main geometry for the body armour


06-13-2006, 03:12 PM
Finished massing out the armour. Still a bit of tweaking to do especially on the back. I am trying to maintain some muscle shape in the armour incase I decide to take the model into Zbrush later. I plan to have some sort of cloth over the armour later


06-13-2006, 03:14 PM
OK, I have found a practice head I made a while ago. Its pretty generic and lifeless but I'm just going to use it as a base to create a helmet or mask


06-13-2006, 03:15 PM
whats the concept? looks nice so far

06-13-2006, 03:23 PM
Thanks mate. There is really not a solid concept. I am just making it up as I go. I kinda have an image in my head from the old Jason and the Argonauts movie though.

This is the first time I have ever modeled a character without any image planes and I'm actually really enjoying it. I expect to run into problems with getting the proportions correct so I'm hoping for a bit of help here on that

I just duplicated some of the faces from the head and inflated them to create a base for the helmet. I going for a DR Doom type of mask.....


06-13-2006, 03:31 PM
Added some form to the helmet, I ended up copying a picture of DR Dooms mask I found. I did a lot of tweaking on the face to fit it in. I will go back later and delete the faces on the head.

I have blocked in a skirt type of thing to go under his armour. Please chip in any ideas you think may look good like weapons etc, as I dont want this guy to end up really boring and generic. This is the first 2 days work up to this point. I hope to get more done over the next few few days but it depends on how good the football is


06-13-2006, 04:03 PM
Loving it, nice style, strong geometry, can't wait to see this one in it's texturing phase. Keep us posted!

06-13-2006, 04:34 PM
I'd say give him an axe. A medium sized one. Very sharp. :)

06-13-2006, 05:49 PM
An axe sounds good actually, I was also considering a big hammer, Thor style for mashing people.

I blocked in some legs and started to extrude some detail on the skirt.

I think there is something not quite right with the proportions of legs but I cant really pinpoint it.Any ideas?? Needs tweaking I guess..........


06-13-2006, 06:32 PM
Nice modeling.

06-13-2006, 06:43 PM
Definately nice modeling. I will be watching you.

06-13-2006, 06:46 PM
Upper body looks good, double check your proportions though, they look a bit off.

06-13-2006, 07:56 PM
I agree, overall proportions are a bit off. It's really tough to tell since the armor is a bit oversized. The legs look too thick and short. I think if you made them longer (without making them thinner) it would work.

What program are you modeling in? Looks like Max?

Good job so far!

06-13-2006, 09:53 PM
Thanks folks. I'll have a go at messing around with the proportions tomorow.

I'm using Maya for the modeling:buttrock:

06-14-2006, 01:30 AM
your model, really inspires me, it has a lot of character while remaining true to its nature and a strong topology, and maybe u can answr this for me but is having 2 tris next to eachother that basically make a quad the same as just have one quad except for the fact that u have one extra edge which can add more sharpness to an angle?

im not quite sure whats wrong with the leg either, but for some reason his calvs seem really thin and kinda make him overly stocky and almost like he has never ran a day in his life or something i don't know, (im pedantic about calfs cause im into weightlifting) yer i think the knee could be a tad higher the quad a lil more shapely and the calf pretrude out a bit more n make more of a diamond n not sit so high up, if all that makes sense, but maybe im wrong :(

p.s i like the fact that you made him stocky, because it adds to the realism of the character reflecting on what was during the period from which he was derived

06-14-2006, 03:37 AM
Jekkle - Thanks for the comments. Yeah two tri's next to each other can just be made into a quad, but I prefer to get the geometry in place first and then go back and optimise it a bit. I think you are right about the knee it definetely needs to sit a bit higher.

I'm not too worried about the calfs though as they will eventually be covered with some sort of armour.

06-14-2006, 03:52 AM
Looking good so far. One thing that springs to mind though - the helmet looks like it fits his head very closely so assuming its made or metal how does it come off? It will either need some king of opening (like a hinge), a detachable panel or be wider at the bottom so he's not trapped inside it.

06-14-2006, 05:01 AM
I agree, overall proportions are a bit off. It's really tough to tell since the armor is a bit oversized. The legs look too thick and short. I think if you made them longer (without making them thinner) it would work.

Not that I could do better with characters but I agree here too, the piece & style is developing very nicely though :)

06-14-2006, 08:06 PM
I mucked around with the leg today. I brought the knee up a bit and tweaked the thighs. I think the proportions look a bit better now.

I added some armour and cloth around the legs and some sandals too


06-14-2006, 11:08 PM
Gave him a sword and started to block out the arm.......http://i57.photobucket.com/albums/g237/goat987/soldier8.jpg

06-15-2006, 01:24 AM
nice :)

modeling on start already looks good, I can't wait to see what you'll do with the textures.

06-17-2006, 03:35 PM
Finished the body and created some weapons for this guy. Just need to add a few details and some sort of cloth cape before I rig him


06-18-2006, 06:45 PM
Final Model. 6500tris

Any comments or crits much appreciated.......




06-18-2006, 07:49 PM
Proportion-wise he feels top heavy, even in the front view, so I'm pretty sure its not just the perspective view playing tricks on me. Otherwise looking cool - sort of like Maximus. I'll look forward to seeing him textured.

06-18-2006, 08:24 PM
Thanks for the comments. The renders are slightly from above in the perspective view. I probably should have done ortho renders.

I'm going to start UVing this guy later in the week. I''ve never textured a whole character before so this should be a learning experience!

Antrre Dalla
06-18-2006, 10:57 PM
His legs are way too short, lengthen them, other than that, very nice model so far, can't wait to see him textured ^^

06-19-2006, 03:16 AM
I can't tell for sure but it looks like the cape has thickness to it instead of being a plane. Is that the case? If so it would probably be better as a plane both for animation/cloth sim and also to save on the polys of course.

06-19-2006, 05:25 AM
Nope theres no thickness on the cape, I think its just the way the lighting has caught the edge. I'll do an ortho render when I get home tonight so you can see the legs undistorted

06-19-2006, 09:17 AM
Hey, looking good so far. An orthagraphic view would be nice from the front to check proportions.

Look forward to seeing more....

CGTalk Moderation
06-19-2006, 09:17 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.