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Deadalus
05-08-2007, 06:37 PM
'lo all i'm currently doing a massive overhaul of my portfolio so i'm designing some new character starting with this guy. he's part of a Swat team.No specific function.
i was largely inspired by FEAR ennemy. tris count is 4474 and texture are 2 1024 x 1024.
I have projet to do a small team by using variant,(mesh or texture) and pose them.
so here goes the screenie. its a max viewport capture. i use directx shader.

Terrarist
05-08-2007, 07:22 PM
Lookin good so far. Gonna be watching this with interest. What weapon's he getting being undesignated thus a rifleman?

GArriola83
05-09-2007, 12:33 PM
he's incredibly slender and slim for a swat guy. usually swat personnel are heavy donnned with tactical armor and baggy BDUs so they can more around more freely, cuz they already have so much on. try adding some bulk into this guy, maybe it'll look less sci-fi and more contemporary. looks great! keep it up

Justinin3D
05-09-2007, 03:43 PM
looking good :D.

Dennispls
05-10-2007, 09:42 AM
his face looks a bit small
It looks more like a cyborg now than an actual human

Deadalus
05-14-2007, 06:14 PM
thanks for your comment guys. i'm not aiming for pure realistic model but more something that would fit in a capcom game. mm maybe with an "umbrella" logo somewhere...

so, pretty much done with this guy. i buff it up a little. and finish the pant. mabe he could use some dirt but it ok.
comment ant crits a welcome as always.
anyways piccypiccy
http://img174.imageshack.us/img174/6103/swat03gi4.jpg

GradiusCancer
05-14-2007, 06:26 PM
The proportions, particularly the arms are far too skinny, like a skeleton in a shirt. Even if it were a 120lb man, once he put on all that gear, he would appear thicker than this guy. Try comparing it to a photo of a real squat personel or take a closer look at FEAR since you were inspired by it.

Are the arms segemented (seperate meshes) from the torso? They appear to be floating off the body and unattached. Generally speaking, segmented meshes are for VERY low res, shitty animation systems. If it's not segmented, try to reduce the harshness of the transistion from shoulder to torso.

At a glance, I see a 2000 triangle model with a 512x512 at the most. You might want to look into that, and compare your work to professional quality game assets of the using the same specs as yours to see if you can understand why.

Deadalus
05-14-2007, 06:57 PM
thanks GradiusCancer your right about the arms. i'll know it next time.
i always though it was a good way to optimise stuff.
so i tweak it using my "friend" ivan. Ivan is much more muscular, so maybe it fit more wih the swat archetype.More meeeat!

on the polycount i think i have a good idea on own to better spend my poly but what would you suggest to help the texture?? using more color contrast?

BTw someone know a good way to present model. I dont feel my setup do it justice.
http://img409.imageshack.us/img409/6706/swat04xq0.jpg

GradiusCancer
05-14-2007, 07:28 PM
Yea, that guy's musculature is larger than your mesh alone, just imagine how big he'd be in full gear (not painted on the skin, actually wearing).

For presentation, have a look at the recent DomWar entrants
http://www.gameartisans.org/contests/events/1/team4/preview_finals_1_931.html
Almost all are posed, light, and rendered on a small base/platform that represents the environment they'd be best suited in.

Check out the level of depth, contast and texture in this character's materials
http://boards.polycount.net/showflat.php?Cat=0&Number=199979&an=0&page=2#Post199979
Your character should look something like that, and I don't mean style. You could even get away with photosourcing everything, and touching up with contrast and sharpening.

PenguinVisuals
05-14-2007, 08:01 PM
his arms are looking short and tiny compare to his legs. His over all body is looking like Lego too, very blocky, not very round.

Deadalus
05-14-2007, 09:52 PM
thanks for the link GradiusCancer. i'll take a look on them.
the NuclearDawn guys is sweeet. i bit overdetail for my taste but i really get the idea.
On the muscularm i have a hard time figuring how thick all the gear are. From the picture i found it doesnt seem so huge. but again i might be wrong.

PenguinVisuals: maybe its the waistline that give you this impression because i use "ivan" for the size so i'm pretty sure the arms are correct . Like i said the waist line is a bit too high so,, yeah.. its a redneck under this suit :D

Terrarist
05-14-2007, 10:51 PM
It looks like his feet are turned in and shoulders are too high. Also have another go at the arms.

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