View Full Version : My second character model -Cartoon soldier

11 November 2005, 03:39 AM
This is my second attempt to character model, outside of the head. (This is my first.) (

Made in 3ds Max 7. It's a cartoonish soldier. This is my first time doing hands, (the technique was purely improvisation) and I need comments/critiques there more than anywhere else. I know what i have is riddled with flaws.

It's currently 6000 tris with the SCAR-H rifle.

Any suggestions/critiques you can offer? I'd greatly appreciate them. I'm quite the amatuer.

I put it in game art since it's low poly, possibly to use in a mod for the Unreal2 engine. I figured the best comments would be found here. If this is the incorrect place to put this, I apologize.

11 November 2005, 04:32 AM
for starters... show a wireframe and give a count w/out the rifle....
bear in mind on most characters the head takes up a large percentage of the poly budget so if you have a head or something close give the count for that too.

11 November 2005, 05:11 AM
My apologies.
3180 tris without the rifle, and with the mirror welded.

Here's wireframe
I've not began work on a head.

11 November 2005, 05:49 AM
mesh density is inconsistent...are you going to have fully articulated hands? if not the fingers could be simplified and posed in a more natural state. the arms are super dense compared to the rest of the body... also concerned that the joints wil deform well enough with whatever his guys expected range of motion would be when animated...if his torso should never bend (because of flak jacket) then it matters less but if you want the torso to bend then you need to evenly subdivide the torso once more at least in that area above the waist

I like the overall style,,, do you have a 2d concept? I think you are off to a pretty good start...

11 November 2005, 07:49 AM
Yeah what huge ass said- include more edge loops where the mesh will deform! Personally I like this guy so far! Great pants and boots

keep it up... Head up next?

11 November 2005, 12:18 PM
The gun doesn't look cartoony to me.

The poly count is acceptable, so show us more m8

11 November 2005, 02:55 PM
Looking good sup, will drop some feedback when I get a free min been busy!

11 November 2005, 04:49 PM
The gun doesn't look cartoony to me.
quoted for agreement... concentrate on nailing the character's style and you'll want to revisit the gun at that point both in terms of matching style and the hand fit( a little bit of "super deformed"- if you know what that is) and in terms of optimising the geo...first person guns tend to be very high but when viewed in third person is almost always a separate LOD altogether (never known one that wasn't)...

11 November 2005, 06:09 PM
While I think about the head I've done a bit on the SCAR.

Down from about 2000 to 1600 tris, with no changes to the cylinders.

A bit more stylized too, although unlikely enough, still.

11 November 2005, 06:15 PM
I guess you could save a lot of polygons by removing the indents under the scope there in the third-person model, they seem really poly-intensive.. You can always fake 'em with texture maps. =)

If you want to cartoonify it a bit, you might want to enlarge the scope and the trigger area to make it look exaggerated. Further more, nice rifle =)

11 November 2005, 06:21 PM
I guess you could save a lot of polygons by removing the indents under the scope there in the third-person model, they seem really poly-intensive.. You can always fake 'em with texture maps. =)

If you want to cartoonify it a bit, you might want to enlarge the scope and the trigger area to make it look exaggerated.

Yeah, you're right. I didn't want to take them off since they looked so good, but now that I'm using this model for this, I ought to save the polygons.

The scope's currently around three times the correct size, and the same for the two grips. Think I should enlarge them further?

Hugh Jass: No 2d concept. Early on ( I was using reference from DICE's marine concept (, although deviating a good deal. Now it's being made without any reference, since I can't much draw my own.

11 November 2005, 07:37 PM
5506 polygons (tris) right now. Blocking out the head/neck, improved hands, added grenades, imported and stylized an old low poly 92fs of mine, improved the legs.
(1280x1024 render (

11 November 2005, 09:36 PM
5820 polygons with equipment. 3800 without the handgun, rifle, and four grenades.
Any comments/critiques?

(I'm thinking I'll replace the goggles..)

11 November 2005, 12:15 AM
Sorry, I can't tell from the above if it's suppose to be Cartoony or Realistic, please advise so we can crit accordingly :D thnx

11 November 2005, 12:31 AM
It's intended to be cartoony.

11 November 2005, 04:12 AM
I'd rather see the accessories later after the character model is resolved. they're kind of in the way at the moment... the pistol's size and lack of holster etc isn't really helping the character to look better than without...the grenades look way too big like cantaloupes... be careful you don't clutter him up with too much stuff

11 November 2005, 05:59 AM
I did what you suggested and took some of the clutter away, or moved it (in the case of the SCAR.)
I'm pleased with the scale of the grenades, though. I feel they fit the style of the model and the size of the hands well.
I think I'll probably remodel the holster, however.

11 November 2005, 06:33 AM
bear in mind his arms will come forward to grip the rifle or any gun for that matter and the grenade is right in the armpit...(regardless ofthe size.....btw you can make them whatever shape or size that makes you happy..everything here is just suggestions)

11 November 2005, 10:12 AM
Hrm... Now that I'm looking at it, you could also go for something completely different... A cartoony character with a realistic gun to intensify the exaggerations on the character... Might not be what you're going for, just a simple suggestion =)

11 November 2005, 03:24 PM
Thank you for your suggestion. I tried the realistic weapons earlier on in the modeling and didn't personally like how they looked quite as much as this, but I think the idea's good.

The model's currently 4035 polygons (tris) without weaponry. I think I'll move on to either UVmapping or rigging soon (although I've almost no experience with either :shrug: ; ) the model's starting to seem finished (or at least finished enough.)
The holster, with the addition of some chamfering, is starting to grow on me. I think I may keep it.

11 November 2005, 10:05 PM
I'm going to make one adjustment to the waist and call the modeling finished, I think.

Here's something I made to test a simple rendering setup. It shows the model decently enough, though:

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