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Short_Fuse
10-06-2003, 05:13 AM
Righto long time reader first time poster. Heres a SWAT character ive created. The side arm is a place holder at the moment as it 3000 polies. Ive created 3 armor load outs Light, Medium and Heavy. Ive taken armor from pics of real SWAT and basically mixed them all up. At the moment hes 5000 polys un optimized so that'll hopefully come down a lot.

Right im after critics and comments please.

Three Loadouts
http://chaos.waveartists.com/upload/SWAT-12.jpg

Wire Heavy
http://chaos.waveartists.com/upload/SWAT-13.jpg

Keiyentai
10-06-2003, 05:28 AM
cool model but for so many polys he is really undeatailed. Bring those textures!! lol

Stygian
10-06-2003, 05:12 PM
Welcome :)

Well his arms are looking really "tubey" ( is that a word?) right now and his wrists are kinda thick. I would go back to your base model and refine him a bit more optimizing as you go then start adding your attachments back in .

Now that the crits are over you are off to a good start .

Luminate
10-14-2003, 09:27 AM
The models need some tweaking into form as opposed to being so rounded, but only a few hours worth

oh oh, and delete all those internal poly's (ya know at the top of the cyld's etc)

Neil
10-14-2003, 02:21 PM
dude, did you use cylinders for the knee straps?
It looks like you have left all the faces on top and bottom of each cylinder, and they're INSIDE the model. So you gotta get ridda that waste.

JDinges
10-14-2003, 03:26 PM
Those elbow pads might make for some seriously funky deformations. Might wanna test them out.

And Neil's right, ditch the caps inside the knees


Looks good otherwise~

TheTick
10-14-2003, 06:47 PM
it looks as if someone inflated him. Witch is dangerous in a swat members line of work TO have a bullet hit you and all the air escape. Add some weight to the cloth, and shrink the neck its too thick

Short_Fuse
10-15-2003, 02:42 AM
The cylinders for the knee straps have to be there. As the straps have thickness so they stick out a bit from the leg. if i deleted the tops to the cylinders there would be a cirlce of no polys around the top. I could cut a circle outta the cylinder but that would double the poly count for the straps easily.

Yeah im tweaking the main body now :D

JDinges
10-15-2003, 03:14 AM
Hmm kinda confusing since we can't see them up close..

So you can't just cut the tops/bottoms from the cylinders then create some poly's from the edge of the pad/straps to the leg? that would only be doubling the triangle count (for the top and bottom of the cylinder) if the pad and the body weren't already connected from the same mesh. And if even it adds another 20 triangles per leg -it doesn't matter too much. It'll make your mesh look more professional.

Anyway I may just be confused and am misunderstanding the problem.

twindragon
10-15-2003, 03:26 AM
He definetly needs some texture details. but I understand you will work on that after you optimize.

nullUser
10-15-2003, 11:44 PM
...shaders are simple, but looks cool and stylie in a toon way. it would be funny to see a series of animations with those swat guys screwing up and clowning about and stuff...

maybe they burst into a house and its the wrong one and something funny happens, you could make a series of animations with them...

nullUser
10-15-2003, 11:48 PM
... i think i understand what you mean about the knees, your wrong though, you can make them a better way, just extrude them out from the leg faces. much better. not illegal too, illegal quads are not good for policemen because they could get in trouble.

nullUser
10-15-2003, 11:59 PM
...yo short_fuse, just saw your in NZ, u studying 3d? what school?

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