View Full Version : Cold War: Melting Point; A Few models
03-04-2004, 03:24 AM
'Ello, I'm SidewinderX, the project leader from Cold War: Melting Point. We're a Half-Life 2 mod... though this threa dis for the models, not pimping the mod.
If you wish to find out more about the project, or view more of our models, our website is http://www.cw-meltingpoint.com/
You can also e-mail me at firstname.lastname@example.org.
And now onto the models :)
M-82 Sniper Rifle Modeled by Hiro_Protagonist, Skinned by Roshan
About 1900 triangles
*Models not to Scale (Yet)*
M-113 Modeled by Ran ~6000 tris
BDRM-2 Modeled by RMachucaA ~5000 tris
BMP-3 Modeled by RMachucaA ~4000 tris
M-16A3 Modeled by Hiro_Protagonist ~1800 tris
AK-102 Modeled by Hiro_Protagonist ~1800 tris
(Largish iage, didn't img link it)
LAV-25, BDRM-2, Luchs Modeled and Skinned by RMachucaA
Modeled and Skinned by Roshan
Just under 5000 tris
*Note* The hand grenades are placeholders, and his face is fully modeled (ie eyes/mouth) so he'll have a better expression in-game.
Have fun guys! Comment away :)
We have many more rneder sin our media gallery on the site and on our forums, which I encrouage you to join ;)
03-04-2004, 04:27 AM
Looking good :)
03-04-2004, 05:53 AM
Guns look pretty good, if you posted wires, you might get more crits. One thing that did stand out to me, was that the AK clip only has only one sharp bend in it, whereas the M-16 looks like it has a couple, when it is the AK clip in reality that has a much more aggressive curve in it, due to the taper that the russian round has. Also, the handle bothers me a bit. Of course, if neither of these things are noticed in-game, then it's a moot point.
<edit> OK, I was wrong about the aggressive curve in the AK clip. The AK102 magazine has very little curve in it.
The player model needs some work. It doesn't come across as a "near 5000 poly" model. The helmet, feet, arms, and torso area are the ones that scream at me the most, and make it look quite low poly. If you post up a wire, and a bit closer up, it would help to see where the poly's are being used up.
03-04-2004, 07:35 AM
Oh heh, i forgot to click those links >_<
Those vehicles look real nice but i agree that player model doesnt look like it should be 5k.
03-04-2004, 11:32 AM
well, most of the triangles are in the face...
03-04-2004, 12:09 PM
Im not keen on the character, he doesnt look real enough compared to the guns.
Also the poly distribution is a bit of a focal point for me. Considering its nearly 5k tri's I'd have expected a few more tri's round the knees and elbows and especially the feet that look far too low poly for a 5k model.
I think the proportions are out as well. he has little stumpy legs at the moment.
In general i think your modeller has used far to much of his poly limit on the face, when other areas need the poly count,
sorry if this sound harsh but hopefully it will help you make a better 2nd model.
03-04-2004, 01:12 PM
Yeah i agree, the guns and vehicles look great but the player model.... Almost looks like 1500 polys for the body and 3500 for the face hehe.
Unless your planning to use him in alot of cutscenes where its mostly his face and him talking etc then thats just a waste imo, in game youll see his body far more than his face.
Id have to say redo (or rework) him, you guys are working on hl2 and have probably till the end of summer (im still saying fall, sept) before its out, hopefully a sdk before then though, plenty of time to get the models looking sharp.
Oh yeah, the edges and verts are a bit too linear on the body, something i just learned abit about recently. Need to make them flow alot better with the body, although im not really one to talk about that much im still learning player modelling hehe, keeping the model squared out like that is something i had a hard time stopping, but models really do look tons better when they flow with the natural body shapes and bends etc (maybee someone else can explain it better :O).
03-05-2004, 03:45 AM
thx for the crits guys, i'll pass them onot the modeler... :)
any other comments?
03-05-2004, 05:18 AM
GASP! SIDEWINDER your here too! :) Looking good man, as said above i love the weapon and vehicle renders. They are looking real nice! One thing I think that bugs me about the player model is the proportions don't look right to me, maybe i'm imagining it... i dunno... The legs seem a little short. I assume the modeller put so much detail in the face to take use of hl2's facial animation capabilities. I just don't think the player model fits the detail level of your weapons/vehicles. It looks good but not on the same level as the other work... Still keep going i think you guys can really make something.
guns are looking good but the charactor definately could do with some work. as people have said, less on the face, more on the body, also, look at all your horizontal loops, they're all perfectly horizontal, try and use them to define a bit more detail. check out poopinmymouth's video tutorials he's posting up in this forum.
03-05-2004, 02:52 PM
I have to agree about the character...... it feels childish :-P.
03-05-2004, 04:02 PM
Ok, Biggest problem with this model is poly flow. All of the horizontal edges are still perfectly horizontal, and do not follow the contour of the model. This results in everything looking like a box. It looks like you've got a lot of polys doing nothing on the chest as well.
Serious work needs to be done on this model before I'd say it's even close to finished.
Hope this helps.
03-05-2004, 08:49 PM
there really is no need for all those poly's on the face.
his arms also look a little too short.
his clothes look too rigid. they don't have any weight or flow.
the guns look nice tho.
where his knees are you need nore poly's. but that area has the least amount on his leg.
not sure in the groin area is gonna deform properly. you may want to sort that out.
03-05-2004, 11:39 PM
Hi!!! remember me from the u2xmp betatest :)? heh! Those were the days... Anyways... hi again! great guns, not so great soldier... Is the soldier intended to be a midgit? his legs are way too short... his face looks as thoguh it is tesselated, and has a huge waste of polys on it.... everything else.. i guess is awsome :)
03-12-2004, 03:55 AM
here's a little clip of some animated facial expressions...
(same model; diffrent texture...the dramtic texture ;) )
(right click and save as please...don't kill our bandwidth :)
03-16-2004, 01:07 AM
All under 1900tris.
Top to Bottom...
03-16-2004, 09:12 AM
Nice, let's see some textures now.
03-17-2004, 03:25 AM
there should be some textured ones coming soon... :)
03-18-2004, 12:27 PM
03-18-2004, 01:19 PM
I love the guns still, but that face, it just doesnt look right, a few things to take point.
the mouth, it looks a little like a beak due to the pointy top lip. also the lips arent full enough, he looks a little like he doesnt have any lips.
the gap between the nose and mouth is quite large.
the nose is far too straight. it looks too micheal jackson at the moment.
the eyes are nearly right, just the eyeball itself has too little white before the corners of the eyes
The blink, your only moving the top eyelid, which throws the animation as people blink with both eyelids.
the mouth looks wrong so the animation looks wrong, Is he saying anything, as i couldnt lip read it, if he was
Sorry if this sounds harsh, but it think these weapons require a better character, especially for the poly count. you should remodel or edit the charachter to make hime more realistic like the guns.
01-17-2006, 03:00 PM
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