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Guy In Rubber Suit
09-18-2006, 10:18 AM
I'm a modeler for a Half-Life 2 mod called Subsist. (http://www.subsistmod.com) There is another guy here who was doing a weapon who is also on the mod. This is a zombie enemy, and he is about 3500 polys. I had a budget of 5000. He's pretty much finished, and this is my second low poly model I have done. Any comments on topology or anything?

http://img.photobucket.com/albums/v451/guyinrubbersuit/zombie_nf01.jpg

http://img.photobucket.com/albums/v451/guyinrubbersuit/zombie_nf02.jpg

http://img.photobucket.com/albums/v451/guyinrubbersuit/zombie_nf03.jpg

Guy In Rubber Suit
09-27-2006, 08:49 PM
I finished my model awhile ago, just forgot to post it here. I had a budget of 5000 triangles and I came out with 3660. I'll texture it after I finish another character I've been assigned for the mod.

Is there a way to render out the wireframe in Maya like you can in Max?

http://img.photobucket.com/albums/v451/guyinrubbersuit/subsist_zombie_render.jpg

http://img.photobucket.com/albums/v451/guyinrubbersuit/subsist_zombie_render02.jpg

http://img.photobucket.com/albums/v451/guyinrubbersuit/subsist_zombie_wireframe01.jpg

http://img.photobucket.com/albums/v451/guyinrubbersuit/subsist_zombie_wireframe02.jpg

psychojohno
09-27-2006, 10:09 PM
I can see what your trying to do and the model seems ok to me (im not really a character modeller) Thing is though i think your model would realy benifit from a normal map for the rib areas and muscles i think it would be cool if you could also see some of the bones sticking out of the flesh.

On my first look i thaught he looked like just a skiny man but your drawring and reference images look more detailed than the model and are fantastic you just need to trnsfer that detail onto your model. I think with textures on him i can crit him better because you will probably add a lot of details in them. So just keep at it and post them updates!

ChimpanG
09-27-2006, 11:21 PM
those knees are way off, unless your trying to do what i think your trying to do which doesnt suit this character at all, i'd fix them to normal human knees :)

Guy In Rubber Suit
09-28-2006, 02:50 AM
those knees are way off, unless your trying to do what i think your trying to do which doesnt suit this character at all, i'd fix them to normal human knees :)


Could you elaborate on that further please?


psychojohno: Yeah he can use more detail and this is just the base mesh. I'd like to take into ZBrush to create a detailed normal map and if time permits, I'll try it, otherwise I'd just create a normal map from a high res Maya model and obviously texture it.

soccerdude3465
09-28-2006, 03:24 AM
Hey, I saw this on our forums, and already thought it looked good, so I'll just say a few things you might want to fix. The buttocks does look a bit weird. However, the biceps do seem a bit small in comparison to the size of the forearms, even as a dead guy. The proportions looks fine, and so does the rest of the model. Good work.

Guy In Rubber Suit
09-28-2006, 03:49 AM
Yeah the butt always seems to give me a problem. Do you have any ideas on how I should go about fixing it?

killarai
09-28-2006, 06:00 AM
From my perspective here...

I don't know if you're trying to over-exaggerated or anything, but the hands look more like gloves, and the feet are a bit too big for the legs.

You could integrate/collapse a few polys, like the stomach area, the back, the pelvis, and a lot in the head/face

And you might want to model more for deformity, when you go to deform it, it's just going to... Die? Make some deformity loops in there, for every pivot.

JuddWack
09-29-2006, 03:05 PM
Hey man. What's up? I came here to post my finished sniper rifle and I saw another subsist modder!

What I have to say is that the gap between the legs in the crotch area seems a bit large. I think the forearms and hands are way to large. They give him a cartoony zombie feel. The muscles should be more deteriated like in his byceps. Also I'd cave his cheeks in a little bit and his bring down the skull above a tad.

I'd also give him some asymetrical details. Zombies see quite a bit of action. Possable a twisted nose, missing fingers or toes, pertruding bones, slouch to one side, missing ear, and a hunch back are all just ideas to play with.

I definitely agree on the normal map. Problem is keeping the mod consistent. One normal mapped character will probably just bring the mod down if there are a bunch who aren't.

Can't help you on the wireframe, I'm useing max.

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09-29-2006, 03:05 PM
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