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B.T.
11-04-2006, 08:24 PM
hey guys,

here's a model I'm working on atm. Nothing original I know but as a history-freak I just had to do it ;)

Probably something for my portfolio later, it's aimed at modern RTS specs and weighs at 1700 triangles right now. (it'll be around 2000 including the gun and magazin pouches).
Textures are not scaled down yet, I think I'll go for 3x256² later.

http://people.freenet.de/darkmod/gsoldier3.jpg

http://people.freenet.de/darkmod/gsoldier4.jpg


looking forward to any comments & crits! :)

DooFi
11-04-2006, 08:46 PM
Looks good. I like him.
I'd make the fingers longer, give him more chin and probably touch up the wrinkels on the arms. Good job :)

RosaJonas
11-04-2006, 10:38 PM
looks nice and dandy, if i where to crit it id suggest doing something about these points right here.

-the helmet, it could be more smooth, some of the highlights seems abit bulky, its nice with it grunged but also i think keeping the lightning smooth (esp. on the front with the mirroring) itll look better imo.

-his back seems abit weird, id suggest giving it more shape, give it a shadow where it curves in and maybe define the sholderblades.

-the place where the button is at the jacket, the solid shadow there seems abit strong, maybe make change based on how the wrinkles are there, also maybe fade it more where it meets the belt,

-the lower part of the jacket could use more shaping all over imo

-the pants could have less wrinkles on the tigh and more defining on the knees, or atleast something to consider.

dont get me wrong with all this, it looks real cool. ill sure be checking up on the update.

mindrot
11-04-2006, 11:36 PM
Nicely done.

Shoulders seem too wide. I'd also add some variation to the shape of the arm (creasing), because at the moment they look like tubes.

Keep going.

~M~

Gamedev
11-05-2006, 02:53 AM
any plans for a spec map or normal map? Would you mind posting a wire and texture sheet? Looking good overall.

Vladislav-Ivanov
11-05-2006, 08:45 AM
I like it, leave it as it is dont listen to suggestion , it's all the same make more wrinkles there another one make less wrinkles there , make it brighter, oh no make it darker.
The only thing I'd agree with is to make normal/spec maps as gamedev said.


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B.T.
11-05-2006, 12:30 PM
thanks a lot for your crits!

I already fixed some issues (gave him more chin, made the fingers slightly longer, smaller texture tweaks) and will touch up the final textures now.

@mindrot I know what you mean about the arms, however I'm afraid it'd cost quite a lot polies to give them a more interesting and believable shape - samething with the lower part of the jacket RosaJonas mentioned.
Don't know what's the polycount of a soldier in Company of Heroes, but I guess it's not a lot more than in Dawn of War since they're using normalmaps now. Dawn of War polycount for an imperial guard is around 1800 including gun and that's about the same I'm aiming for.

edit: forgot to say - I originally planed to normalmap him (in fact I already did the highpoly boots), but I changed my mind after playing the Company of Heroes Demo. I think in case of an RTS character you can get a better and more detailed looking result using all the texture space for the diffusemap instead of wasting half of it for a normalmap. What's the use of wrinkles that look 'right' in all lighting conditions, when you can hardly recognize them as wrinkles because the texture is so pixelated?

here's a wire:
http://people.freenet.de/darkmod/gsoldierwire1.jpg

model with 3x256² textures
http://people.freenet.de/darkmod/gsoldier5.jpg

RosaJonas
11-05-2006, 06:04 PM
The texture maps looks very impressive, still think the "fly" on the jacket could be improved, the suggestions i gave wasnt model related. I figured i didnt want to comment on that beeing its a low poly model and its allready uvwrapped.

also i nice detail (esp. if the helmet can go off ingame and lie on the ground) would be to make the interior of it. the german ww2 helmet used the leather inside thingy, but you most likely know that if your a history person.

cool skins on the 256, im used to skin on 512,1024 and even 2048 so its a big diff :)

tofugorilla
11-06-2006, 07:16 PM
He looks like a nazi. :) One critiques is he looks way to happy. I'd feel bad shooting this guy in a game- he's way too doofy looking. The other thing I would add is some shadow because his clothes are too uniform in color. Maybe throw a tiny bit of brown or green into the grey to break it up (super minimal.) Work on the hands, they look too small. Nice clean mesh!

Good work so far!

-Tofu

B.T.
11-07-2006, 03:04 PM
thanks for your comments here's a major update:

http://people.freenet.de/darkmod/gsoldier6.jpg

I finally decided to stick to a 512 and to add the gun-texture to it so I don't think it would be too much. (anyone any information what the texture resolutions in games like Company of Heroes or Dawn of War are?)

also fixed the colour and changed the arms to make them less baloon-like ;)

here's a closeup of the face - I don't think he looks too happy ;) I didn't want to go for the cliché evil nazi face...

http://people.freenet.de/darkmod/gsoldierhead.jpg

LaughingBun
11-07-2006, 06:13 PM
gj dude it looks awesome, considering the specs your using i dont think it can get much better, nice improvement over your old already impressive one.

B.T.
11-07-2006, 07:01 PM
thanks - well here's a small update on the head. the folds going down from the nose looked as if he smiled - so I changed that to give him a more serious expression:
http://people.freenet.de/darkmod/gsoldier7.jpg

now I'm going to texture the gun, the model is already done. (soldier + gun = 1900 tris)

DooFi
11-07-2006, 07:29 PM
hmm i'm not sure, but i'd say his clothes should be in the same color. I don't believe Wehrmacht soldiers did not wear different colors.
Check this page for some pics:
http://www.bytwerk.com/gpa/naziwarart.htm

His face looks sort of sad to me, thats probably not the expression you're going for. I think it's his eyes which look kinda begging or something...

by the way, if you have some polys left, you could attatch 1 or 2 granades to him and fill the upper right corner of the trousers UV with it ;)

B.T.
11-13-2006, 06:48 PM
you're actually right about the cloth, however I chose to give the trousers another colour in order to make it read better from a distance. In fact if you take a look at some WW2 RTS you can often see it done in a similar way.

anyway here's the latest update: he got a gun and ammo!

http://people.freenet.de/darkmod/gsoldier8.jpg

texture
http://people.freenet.de/darkmod/stexture3.jpg

all together 2020 tris...

Auctane
11-13-2006, 08:29 PM
I like the progress you have made on this. I think you could bring out the whites quite a bit more. As for you question about CoH specs, I have been dissecting it, but know that my nVidia 6600GT wont run the game at full res.

The Axis Pioneers textures are:
1024x1024 Diffuse
1024x1024 Spec
1024x1024 Gloss
1024x1024 Normal
1024x1024 Occlusion
1024x1024 Dirt (I think its a secondary diffuse for after they have been in battle)

Hope that helps.

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