View Full Version : Stealth Merc - Looking for Critique
10-09-2006, 12:55 AM
Hey everyone, this is a character that I modeled and textured for a game project. I'm just looking for feedback on the texture and geometry. Is the Geometry optimal? Is the Texture ok? What could I have done better? Any feedback is much appreciated, thanks!
10-09-2006, 08:30 PM
What is the poly limit per character for this game you are working on?
Is it going to be an NPC? or a playable toon?
The texture is decent, however I would add sharp seams to contrast your smooth blending, and perhaps a surface that would reflect less light? As a stealth merc, I would think he would want his clothing to absorb as much light as possible, not reflect it.
As for the geometry, I can't really see the wireframe fully, I'd post a basic screenshot with no texture applied. Keep working on it! :)
10-09-2006, 11:02 PM
The models are made for Unreal, so we're trying to model them under 3000 triangles. Thanks for the feedback, it's much appreciated. Here are some additional pictures which I believe are easier to view.
10-10-2006, 02:35 AM
Alright, so as far as geometry:
What you need to do now is spend time slowly examining your geometry in the perspective view asking youself, "How does this benefit the overall shape and appeal of the model?"
On the backside of the model around the waistline, it looks like you could just remove some of those faces and merge the verts. Same thing on the feet, either use the geometry or delete it. Otherwise it looks clean to me - maybe it just needs some more accessories to add appeal (pieces of armor, weapons.. blah blah it's all up to you and your concept). I hope this helps a bit! Keep on truckin :)
10-10-2006, 05:33 AM
Yeah, actually it helps me alot. I agree with what you said about the hips and feet. I was analyzing it today and there was something about those two areas that I couldn't quite put my finger on. But now that you've mentioned it, I think I'll go back and refine it a bit. And about making it more appealing, I also agree with that. Sometimes I get lost in trying to get the lowest triangle count possible. I forget that I can utilize the remaining triangles for something that may make the model stand out. Thanks again for the feed back, it's much appreciated.
10-10-2006, 05:55 AM
one thing i see, is the gap area around his crotch (thighs?), there shouldn't be such a big space there, just bring it together a little and i think that would make a huge difference.
keep us posted
10-10-2006, 12:20 PM
I'd say the texture needs some work. As a rule I try to never paint in all black or all white. Try using off-black colors, use a color that is extremely low value and just barely saturated, so that it will appear black but it actually isn't. Another thing is, I know he's supposed to be stealthy, but add some brightness or contrast to the texture map. Sam Fisher comes to mind with his bright glowy green nightvision goggles. And even he had a bit of medium gray instead of all black. Raiden from MGS2 had very blond hair, not to mention light skin tone. It would be a lot more interesting visually to see some kind of contrast like that.
10-10-2006, 09:49 PM
yeah, the texture does need a bit more work, it looks really smooth and airbrushed, also I think his feet are a little bit too small.
10-11-2006, 02:07 AM
Hey thanks guys, I didn't expect to recieve this much feedback, I really appreciate it. I agree that the texture needs a little more work and that a glow will make it stand out a bit. However, as for looking too smooth and airbrushed, would one suggest a small noise modifier? And now that someone has mentioned it, there does seem to be a large gap between the legs, I'll adjust this. If any of you have any more time, I've also posted another model called the Grenader, he could use the same sort of help. Thanks again everyone!
10-11-2006, 02:07 AM
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