View Full Version : UT2k3 characterpack: Gunman 1

Digital Ninja
11-25-2003, 08:31 PM
Hey all,

Just reserving a new spot for another UT character. I have learned alot since doing my last soldier character, so now I wanna push my limits a little further by making a character pack and a couple of in game weapons. So I will use this thread from now on for updates.

This is my first character in the series, instead of all the real life mods that are out I am going with a little more fantasy based style.

I gonna flesh out his form a little before I start on the model. Then hopefully I will get some early model pics up for you guys.

Character Concept Image:


11-25-2003, 09:09 PM
Go robbie! U're on a modeling streak!

Digital Ninja
12-08-2003, 05:31 PM

Sorry it took so long to update this, I had to do an art test for a game company last week and it took pretty much all my time :).

Anyways, I finished the base model, I still have to optimize a bit and make sure I have everything the way I want it. Right now he is around 3900 tri's, and I want bring him down to about 3500 hopefully. His hair is taking up alot of poly's, but since I want it to stand out and have that japanese style of look I think I am gonna keep most of it, but optimize.

Crit's are always welcome.


Digital Ninja
12-09-2003, 05:53 PM

I got him down to 3480 tri's, as well as cleaned up the loops on his face topography. But I am still working on cleaning up some of the extra polys and maybe do some trade off between the hair and some of his clothing.

Still looking for crits ....... :)


12-09-2003, 06:32 PM
nice. great use of polies, the model fits your concept very nicely. I also like th hair, with some alpha maps, it could be sick :D keep us updated


12-09-2003, 07:09 PM
Looking good so far but you need to use a reference image for your body. I noticed right off the bat that the ass looks small, torso not long enough, and the legs look too long and wide. Just throw an image of a person in there and compare the proportions. Concept looks good though, keep working!

12-09-2003, 08:19 PM
What are those egde loops around the eyes for? Low poly-models don't really need edgeloops, exspecially in the eye-area.

Otherwise, not bad at all, but somehow the model isn't on the same level of quality as the great concept picture is (yet).

Digital Ninja
12-09-2003, 08:54 PM
Hey guys!

Thanks alot for the crits! I appreciate it.

I am still working on the model, trying to get him as optimal yet high in quality as I can before I go into texturing.

I have overlayed a new reference image on him and have started tweaking the areas mentioned, I shortened his legs a tad and legthened the torso and fixed his rear:) to the fit of the reference, I also increased the hand size a bit.

As for the eye loops, I will probably drop them actually, I'm not sure you can see form the images, but from my first images I had an actual seperate eye from the main head, but I deleted them and decided I will just create eyes on the texture itself.

After some more tweaking I will post some images for you guys to check out!

thanks again!


Digital Ninja
12-10-2003, 06:58 PM
Hey all,

Okay, I have done some tweaking today on the model, I made all the corrections suggested and then I modified the hair a little to give me some more poly's for the clothing. Now he has the extra suit ornaments that I have in the concepts, for the shoes, front of the coat and the shoulders. Right now it's running at 3640 tri's.

Let me know what you think.


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