View Full Version : US marine
I consider it almost finished now. It's around 2500 tris. Tell me what ya think.
*edit* These are the latest pics. I didn't remember these were just links to my page so they changed automatically when I updated my site.
http://w1.480.telia.com/~u48017027/3d_design/marine_wire.jpg
http://w1.480.telia.com/~u48017027/3d_design/marine_wire_close.jpg
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Supervlieg
09-30-2003, 10:54 AM
Looks good, good use of polys. The only crit I can think of is that he looks a bit fat. I thought US marines were always well trained, except for the generals.
with 2500 polygons you should be able to give the face more shape...
Prs-Phil
09-30-2003, 11:57 AM
yeah I was gonna say, and I have now to :)
The head has a very unclean and unbalanced topology compared to the rest of the model.
Tylak
09-30-2003, 12:16 PM
ditto Prs-Phil
I clicked on the image as if it was already in maya and I tried to collapse some edges......
So fix that up and lets seem some textures.
looks like he'll animate well also :)
Thanks for the comments everyone. Could you guys explain a little more what you mean with the face. Exactly what is unclean and what do you mean with topology? Thanks
Tylak
09-30-2003, 05:20 PM
I'm no expert at character modeling, but when I'm trying to clean up my environment models I look at the model and think about which edges I could delete or collapse without actually changing the geometry. Just make sure that each and every vert is doing something. If its just sitting on an edge without affecting its shape, delete it.
More specific to your model, I would start by taking out some of those edges near his temples. It doesn't look like they're doing much. Your nose definition looks good. Other areas that could be reduced : center of forehead, chin area, and where the jaw meets the rest of the face.
Topology is the way your surface is put together, your layout. The way you have distributed your polygons. You've contructed the body with relatively few polygons and you've used them in the most necessay areas. The face and helmet both seem to waste polygons a bit.
This is just my take though :) it looks like a great model in the works.
baaah888
09-30-2003, 07:13 PM
is he wearing a flak jacket or just a normal jacket, cause if he's just wearing a jacket i think he needs some slim fast.
Other than that i think you got the Level of detail about right.
I took away some polys, quite a few actually (around 300 to 400) from the head only. What do you think? Did I take away too much. But it makes sense though to not have to many polys especially on a model like this where you won't get to see his face so much.
And yeah, he's wearing a pretty big flakjacket, you just don't see it from this angle without a texture on him and with all the gear in the way.
Anyway, thanks for the comments and keep up the good critique :)
*edit* deleted the attachement, latest pics are in the first post.
Tylak
10-01-2003, 08:04 AM
Bingo!
that's exactly what I was talking about
Good job
Dogzer
10-14-2003, 11:40 PM
awesome! hey where did u get your reference pics? or concept art? I wanted to make an Us marine too.. but I have no idea how they look like.. I saw "3 kings".. and "blackhawk down".. but I forgot already how they were clothed
twindragon
10-15-2003, 03:45 AM
I think his utility packs on his waist are a bit big. They seem like they would slow him down.
Warhawk
10-15-2003, 08:31 AM
This US marine is looking good . I agree with twindragon. The utilities are too big , and they will obstruct him during walk and runing. I also think you should move the utilities towards belt they are too high . other than that I can't wait to see him textured .
ambandos
10-16-2003, 06:33 AM
Very nice! I'd really like to see him textured though. :D
DaKrunch
10-16-2003, 10:50 AM
i agree with the others. Face deserves a bit more definition and better use of polys.
Make him a bit slimmer pliiiis!
other than that... waiting 4 textures!
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