View Full Version : Next gen model of soldier
Yeenke 06-30-2008, 04:16 PM Hi,
i decided to do next gen model of german soldier from 2. world war. Now, i am working on high poly model. I know that, everything is not good yet. I' ll fix clothes, anatomy etc... soon.
I am going to vacation for 2 weeks. So i'll resume on lowpoly + textures after it.
I hope you like it.
http://www.yeenke.com/vojak_07b.jpg
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Yeenke
06-30-2008, 05:56 PM
Here you can see his weapon. In my first plan, i wanted to give it to character back, for it is not so detailed. But i think, this is better. So i'll give it to his hands after skining.
http://www.yeenke.com/MP44.jpg
NeptuneImaging
06-30-2008, 07:06 PM
Hey there, very good model on the soldier and gun so far... do you have normal mapping on the gun? I would also bake some AO and blend it to the diffuse to give it that pop...
Yeenke
06-30-2008, 07:20 PM
Thank you,
yes, gun has normal map. I did AO. I gave it to diffuse color map, because i think that it look better. So it has diffuse, specular and normal map.
Yeenke
07-01-2008, 03:14 PM
Today, i decided, i'll do a new gun, because i think that this is really bad:) It will be much more detailed and better, i hope so;)
Lexalotacus
07-03-2008, 04:41 PM
Looks good, where did you get references if i might ask?
Yeenke
07-04-2008, 07:25 AM
Lexalotacus> Thanx,
everything what i needed i found on google. I have ton of photos, because i think, that it is really important to have good references before you start somethink to do.
jchmack
07-04-2008, 02:56 PM
Really nice. Is this for an existing game? or just a fun project?
Yeenke
07-04-2008, 04:48 PM
It is for my portfolio, because i would like to show my skills...
Lexalotacus
07-04-2008, 09:28 PM
How in the world did you start the uniform?
I have a billion references but Im having the hardest time figuring out the correct way to do the collar with quads...
Any suggestions?
Thnx
PeterKojesta
07-05-2008, 01:27 AM
Hi yenkee, The soldier is very well done; nice work.
The gun should be revised, as it is definately too low in polycount for modern games. Lots of studios will expect high quality next gen weapon models, as opposed to super low poly works, if you're interested in working for them.
You'll be fine using around 5000-8,000 tris for a first person weapon. This was the range on my last project.
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