View Full Version : character: unreal 2 type solider, (sorta)

02 February 2004, 12:57 PM
hey, been working on this guy for abour 2 days, looking alright so far, done bits of skinning but mainly modeling, still needs all his lights, and other bits on his suit but thought i would post him any way.

i've started to paint the colours on to help get the look right, pretty early still.

cheers people.


02 February 2004, 04:29 PM
his er boots are slightly off proportion?!! u need to work on those quite a bit either size them down to something more normal or take the character down the route of over exagerated proprtions right now it looks like character is just got oversized feet! also id get rid of those tiny kneecaps or whatever, if u want to do kneecaps/pads size them up a fair whack otherwise there eating polys. the upperbody is pretty good maybe bring his muscles out a little more but his hips and chest look too square u need to round them off or define them as panels on armour

keep up the work :)

02 February 2004, 06:08 PM
thanks for the comments, i agree with all of them, the feet are menna be over sized alittle but them look odd like they are handing up by the knee, plus i dislike the form of them as well now. update tomorrow.

cheers again.

02 February 2004, 07:26 PM
actually I think the whole model looks a bit stiff, if this is gonna be an unreal character you might wanna give him a older face, somehow this model looks like a kid with some pieces of armour on. His body seems rather straight up, and square, you should give it a bit more form. And he definately needs more muscles and maybe armour on that too. Also a wireframe and a polycount would be nice. Your textures need -way- more work.. but you shouldn't go into that before you've finished up your final mesh.

02 February 2004, 05:50 AM
Could we get a close-up on the face and perhaps a wire render? The shading/lignitng makes it kinda hard to get a good look at the face...

02 February 2004, 06:02 PM
hey, heres a small update.


02 February 2004, 06:05 PM
u seem to have been sidetracked by textures when the model is yet to be finished! u should get the model perfect otherwise ure just gonna end up redoing all ure textures cus they no longer fit correctly, the boots are still too big and the torse is too square!

02 February 2004, 07:03 PM
posts like these make me wonder if people even read their so wanted comments..

02 February 2004, 07:27 PM
i've scaled the boots down lot more and taken out the knees as they wheren't doing any thing. i rounded off the hips and am working on the hands and they look a bit off.

heres the wire shot.

02 February 2004, 07:54 PM
ouch! topology alert! the face needs alot of reworking the eyes seem to be ok from what i can see but ure mouth/nose area is just crammed with polys, why have u put a diamond in the middle of his upper legs? it seems pretty pointless its added polys and will deform nastily also his chest and hips are still square u can those side edges are almost parrell from here, if u want to do body armour u must exagerate the curve it looks like the front plate is just flat, the indent on his chest isnt really needed uve used alot of polys on something that would better done with alot less and detailed with textures, the secret to game models is to create a good looking sillouete that animates well and gives u the correct shading, the rest can be done with textures, that chest panel is so slim u could do it entiely with textures or if just a few polys. heres a 2 minute (literaly) example for ure lower body ive not tweaked it at all but u can see how few polys ive used and it maintains the shapes u have infact in places its enhanced them, see if u can sort ure model out so its less square and more econimcal. extra polys just mess up the flow unless theres a real need for them!

02 February 2004, 02:09 PM
done some cutting down of the polys, he's still 3400 which is alot i know but i'm working on it, and some engines allow 3400 for characters so it not terrible i guess.....


02 February 2004, 10:02 PM
hey, i decided to start again with the model and just keep the other for a different project.

heres a quick shot of progress so far, not sure if i want to keep some parts of it.

i started to made a head for the character but he looks a little cross eyed and some thing is wrong with the mouth / chin but i'm not sure so any help would be grand.


02 February 2004, 10:13 PM
his cheeks or lack thereof are the faces biggest issue atm

02 February 2004, 01:04 PM
a quick update on the face and some pics of the back of the character.

managed to fix the face alot, cheers for the C&C commy.


02 February 2004, 02:07 PM

the face definately looks better now.
i think it was his nose that was too big?

the only thing i can see at the moment is that your guy has no ass. ( not that i go looking at guys asses you understand :)

his whole pelvic region just needs to be tweaked.

so really i think you just need to play around with the proportions.

hope some of that helped a little.


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