View Full Version : War Correspondent WIP

12 December 2005, 07:32 PM
Been a while since I've done anything art-related, so I spent a couple hours trying to get back into the swing of things. Working on a war correspondent sort of character, with the goal of getting it into Operation Flashpoint for a mini-mod I'm working on.

I got frisky at some point and decided to add an alternate with shorts instead of long pants. Probably not smart since I'm not done with the mesh, but nobody ever said I was the most sensible soul around. :)

Long pants, 1740 tris

Shorts, 1764 tris

Working in Wings3D. I'm thinking of keeping both models at around 2500-3000 tris.

Oh, and if you're wondering why I've modeled the arms down like that (and elbows out instead of back), it's because of the way Operation Flashpoint treats its character models. For the same reason the legs are almost ramrod straight.

I'll need to fix up the armpit/shoulder area for deformations, and I will likely have to add more loops around the midsection as well, but I'll see how that goes. I'm also not very happy with the legs on the shorts version.

Anyways, any C&C and suggestions are more than welcome. :)

12 December 2005, 09:44 PM
Ok, pretty nice! But it has some smoothng errors... Also, the legs are way to big... They need to be shorter, looks like he's using some lycra pants :p

12 December 2005, 01:03 AM
Argh. This is what happens when you decide to start something at three in the morning instead of sleeping. :banghead: I'll be fixing those proportions pronto, thanks for the heads up.

12 December 2005, 07:23 AM
I think the limbs are fine - the problem is that your torso is missing its hip area, so it looks squashed.

I like the idea though. gj so far!

12 December 2005, 02:30 PM
looks good.............. but you probably should start right away with the head. That could get you up to 2000+++ tris.

I do like the shorter pants.....


12 December 2005, 02:53 PM
I'm sort of undecided on the head at the moment, due to the way Flashpoint handles its character models. I may end up creating a custom head, or I may have it use either the default heads from the game, or a community-created head model. I'll see how it goes. :)

For the time being I'm fixing up the mesh, fixed up the proportions, and stuck on a pair of hands from an older model. I'll have to do a fair bit of work on the hands, though, since they each clock in at about 650 tris. :argh: I may end up just making a new set from scratch. Though I really hate doing hands. :p I'll do the shorts version once the mesh is closer to finalized. I'll also be adding some asymmetry to the model, again when the mesh is nearer to finalized.

With the new update, the arms are now completely separate from the torso, with overlap from the photographer vest. This is apparently the preferred method in Flashpoint, due to the vertex-anim ( :argh: ) nature of the engine.

Oh, and in case anyone's wondering, the reason the photographer vest looks so darned bulky is because there's body armor underneath (the top's visible, but not very apparent at the mooment due to the lack of textures).

12 December 2005, 07:10 PM
Another update. Added a head, and shaved off a whole lot of polies from the hands. Also added some accessories (though the helmet needs some work).

Currently stands at just shy of 3000 tris without the headgear.

12 December 2005, 07:19 PM
triangular forehead? nice lol looks kinda strange.

I like the shades and good variety of head gear, maybe add a gasmask lol

Looking forward to textures (flucresont green shorts?)


12 December 2005, 08:00 PM
triangular forehead?
Hair, actually. ;)

I think I actually have a gaskmask model lying around somewhere on my harddrive. :p Might throw it in there and figure outif I keep it later.

Something just occurred to me. I'm wondering if his feet are too small. I reduced the size from the oversized version seen in the previous shot, but I can't objectively decide if I made them too small. :hmm:

12 December 2005, 09:16 PM
Yes i see the hair but down from the hair there is a line running through is head.

Anyway now you mention the feey they do look abit small unless the pants are covering the majority of them..hard to tell

Its looking good never the less.

12 December 2005, 08:22 PM
Well, this got sidelined for a bit while I helped out with some texturing work on another OpFlashpoint mod. Anyways, I've been tweaking the mesh a bit here and there, but it's pretty much done, I think. I've done some preliminary textures, but it's still got a ways to go.


And the current flats

The textures above aren't at full size. The main body texture is 1024^2, the head is 512x256. The press ID and Oakleys are at full size (128^2 and 128x64 respectively).

Without accessories, it currently stands at 2994 tris. With cap, Oakleys, the Press ID, and a dropleg pistol holster, it's just shy of 3600 tris.

Any C&C would be much appreciated.

12 December 2005, 08:49 PM
kinda look like u used part of RTCW face texture. Lame.

12 December 2005, 08:52 PM
Roffles, he doesn't have a butt, nor a crotch area. Must've been a little war-accident.

12 December 2005, 08:57 PM
Roffles, he doesn't have a butt, nor a crotch area. Must've been a little war-accident.

12 December 2005, 06:52 AM
The head texture is indeed using a pre-existing texture as a base (primarily for the purposes of sharing head textures among mod-makers for the game), but permission was sought from the guy who released the pack to the OpFlashpoint community. Though now that you bring it up, whether the textures were taken from RtCW I have no idea. I guess I always assumed they were scratchmade.

Anyways, the head texture is only about a third done (primarily the face, and bits and pieces elsewhere).

The crotch and ass are there, just partially covered by the photographers vest, since those tend to be rather long.

12 December 2005, 07:51 AM
Hi man,

Nice model.

You have been missed on these neck of the woods.


12 December 2005, 02:55 AM
it's looking good so far but some more detail around the arms would be nice to match the face, keep on working at it, good work takes time

01 January 2006, 08:15 PM
Got sidetracked yet again, so I haven't done much significant work on the photographer, just some optimizing and mesh tweaking. The head looks significantly different now, though, and now no longer sports comic-book exaggerated features. Textures are still very much WIP.

Wires, untextured (

While the photographer didn't get much love, I managed to knock up a camera plus accessories.

Wires, untextured (
Lenses, untextured wires (

When I get some time, I'll be heavily optimizing the camera mesh (especially those large flat expanses where I can kill loads of polies).

Yeah, I definitely miss being over there. But hell, y'all ain't gettin' rid of me that easy. :p

02 February 2006, 06:09 PM
gr8 character man, are ur textures handpainted or photogarphs?
but very good character

02 February 2006, 06:10 PM
gr8 character man, are ur textures handpainted or photogarphs?
but very good character

02 February 2006, 02:42 PM
Wow, this came from out of nowhere. :p Haven't had any time or energy to continue work on this since the last update, but I'll be getting back to it eventually.

As for your question, the camera textures are photosourced, and then mainly painting out seams, equalizing the lighting, etc. The character model is all hand painted, except for the face, which is photosourced, but has been hand-painted to fix lighting issues, enhance detail, etc.

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