View Full Version : Character: UT2003 'MercMaleB'
11 November 2005, 03:40 AM
This is my third full character model fourth try, really.
In an effort to improve my understanding of character modeling, I'm using a few renders of Unreal Tournament2003's 'MercMaleB' model (used for the characters 'Remus' and 'Romulus') as reference. (I got it from a download for modding the game, found on the UnrealWiki (http://wiki.beyondunreal.com/wiki/))
I don't want to be making nothing more than a lower quality version of the UT model, so I'm working at a higher polycount than was used on it. Trying to make the same character out of 4-5000 polygons.
Currently just about 2900 triangles, with the seam welded.
As that I'm just starting character modeling, any comments or criticism would be greatly appreciated.
Latest update: http://media.putfile.com/Mercb
11 November 2005, 05:18 AM
Looks like a very good start to me, especially for someone new to character modeling. What will make or break your character will be the textures and the quality of the head model. I suggest looking at the official Unreal models as references for the textures (especially to keep your model consistent with the Unreal Tournament design). Otherwise, try to come up with a cool design to distinguish this dude from the usual buff military models we see all the time:)
11 November 2005, 04:05 PM
Thank you for your post, I'll keep that in mind.
I've added the hands, but I'd really appreciate C&C or advice on them.
This is my second attempt modeling hands.
My first try on hands was just a few days ago here. (http://forums.cgsociety.org/showthread.php?t=291375&highlight=cartoonish+soldier)
11 November 2005, 04:38 PM
Next update should be with the head. I didn't get a chance to work much yesterday.
No C&C on the hands? :sad:
11 November 2005, 04:49 PM
yea dude hands are tough to draw, model, and texture, but when done well it really shows. Might wanna get some reference pics, better than just lookin at your hand sometimes just so ya don't have to keep movin your head back n forth. make sure to use the geo ya need for the nuckels and think ahead where things will need to bend, and the appropriate anmount of geo it will take. Use your geo to really get the form of the hand, you have an extra spline running dow the inside and outside of the fingers, but your not really using it for much, go around the forum adn look at some peeps characters with awesom hands, check out how they're doin there hands and try and mimic, and make better :) and your thumb is angled wrong, common mistake, but if you try and make your thumb go straight down from that state your geo will get all jaked up. best of luck, need anything pm me :)
11 November 2005, 04:37 PM
Thanks for your advice. I'm trying to get a lot of characters done fast for practice, and since I lost a few days on the head I'm going to rush this model to the end and not update the hands.
However, I'll definitely keep what you said in mind on my next model.
Head's a little under 600 polys with the eyes. (Back half of the eye sphere is modeled, but would it be wise just to remove it?)
I'm a bit concerned about the topology around the eyes. Would this be good enough for antimation?
11 November 2005, 04:37 PM
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