View Full Version : Swat soldier
12 December 2005, 06:59 PM
LATEST UPDATE MARCH 03 2006
Scroll down to 12th post to see full update
I've been working my character modeling skills lately. So I decided to make a swat soldier. It turned out great. There are still somethings that need be done, and I've only made one class so far. 10K was my poly limit, and I actually have 2k to spare. I'm not going to say what this is for just yet. It's nothing special really, when the time comes I will say. I would just like get some opinions from you guys out there. I dont want to have to change anything after I go ahead and unwrap him. So please post any C&C you may have.
12 December 2005, 08:38 PM
This is pretty cool, but it seems like the poly distribution could be a lot better. There are a lot of polies in his head, but you don't seem to be putting them to work. The level of detail on his face could be achieved with probably half the polycount. You may want to add more loops to the fingers and hands, since they don't look like they'll deform all that well when animated. Same goes for the ankle area.
Now for some technical niggles. The dropleg holster needs work. I've never seen a dropleg holster that didn't have a strap hooked to the belt, so you may want to consider adding that. The straps are also way too thin. For that matter, all of the straps on the model are way too thin, from the knee and elbow guards, to the goggle straps. The helmet might need to be a little bigger. The way it's sitting right now, it doesn't look like there's any sort of padding or harness on the interior, and is basically sitting kevlar-on-skull.
Proportion-wise, it may just be the render angle, but he seems a little squat.Stocky. Of course, this may be the look you were going for, in which case it looks fine. Limb proportions look correct, from what I can see.
Overall though, it looks pretty good. :)
12 December 2005, 03:43 AM
Great, thanks for the advice. I changed and fixed a few things. So I've got yet another update. Plenty of pics to show. The guy is actually not supposed to be stocky, he is acturally supposed to be a fit basic male, and the model is about 6 feet tall. I think it is just the angle. If there are some more suggestions, or any C&Cs to go around, please do so, because I plan to unwrap him very soon.
The polycount on him now has decreased a fair amount, it is now at around 7.7k so I have plently to spare if anything needs be fixed. So please post your C&Cs
01 January 2006, 08:52 AM
Hi guys. Sorry for the lack of updates. I finally managed to give you guys a show. I've managed to have gotten quite a lot of the soldier done. I've got the base of the character completed, with four different colour schemes, but ill show you guys the others later. Right now I am more focused on getting the gear finished. I have also been working on a normal map for the little guy and I am quite pleased with how it is coming along. I would have waited to get the gear done but I wanted to get some opinions so I could fix along my progression. So tell me what you think.
As of yet the body armour has not been worked on. I should have something to show by tommorow. Also can someone give me some hints on how to texture cloth material? I have never made any cloth before, and this is why i wasnt able to post an update sooner. All help is appreciated. Please post any of your C&Cs
01 January 2006, 08:23 AM
Hey all. I've finally finished this guy. I am quite pleased with the results, also suprised they came out pretty kool for my first player model skin. Tell me if there are anythings I need to fix up.
I also have a question. I am using one the Direct X9 Shaders, using StandardFX.fx to see how my maps look like. But for some reason, there is only some light on specific angles. I want to be able to see the the other angles aswell. Do anyone you know why I can only see some angles clearly? I have a few shots of what I am tring to ask. Below is the shots of the Direct X9 shaders in action. The left and middle shots of the soldier whole, have some light shining in that angle, but on the left one, there is no light at that angle. Can anyone tell me how I can fix this? Or are there any settings to fix this problem?
Direct X9 Shader (StandardFX)
Anyways, here is what I have so far. So please let me know any of your C&Cs.
Thanks, much appreciated!
01 January 2006, 10:41 AM
I think your model could benefit from creases and folds in the clothes. Right now they are looking a little flat especially since you are normal mapping this guy. If you can get this guy into zbrush and add some wrinkles etc. It should look a whole lot better if you do. Nice job so far tho.
01 January 2006, 11:17 AM
Hey man, sweet work.. good to see you're upping your character skills.
On one note though, the 'SWAT' should be brighter. Also on the back the text is actually a seperate rectangular patch that gets sewn onto the vest, it's not usually straight onto the vest. Other than that great work!
Oh, and one other thing.. it's hard to tell from the angle but that isn't the Who Dares Wins patch is it, on his shoulder?
EDIT: found this as well, should be helpful http://www.ambushadventures.co.uk/sitebuildercontent/sitebuilderpictures/.pond/blues.jpg.w560h339.jpg
It's Airsoft, but they pay heavy attention to detail for these things..
01 January 2006, 05:32 PM
LEGS ARE WAY TOO SHORT!
This is a very common modeling error, do not feel bad! But it definitely needs to be fixed. Both his thighs and calves are about HALF the length they should be. If you can correct this you will have a great looking model!
I think the texture is very cartoony so far - the colors are overly saturated, and the skin details look painted-on. The face and eyes especially need a lot of work - check some of Bobo or Soul's skins for some leads on how to proceed there.
Very nice start, this model has a lot of potential! The mesh fixes are pretty easy, but the texture will take some work, but that's what these projects are all about! Practice, practice, practice, practice....
02 February 2006, 07:26 AM
Hey guys I think I will finally lay this project to rest for a while. I made a bran new normal map, which is much better than the older one. I fixed the legs length, and redid some of the textures. I was fine with how the gear ended up looking like, so I was fine with that.
Here are some DX9 shader renders.
Now here is a High res head model.
I am not too concerned about how the head looks, besides i think it looks pretty good.
Now here are some render.
I hope you guys like it. I am quite please. Thanks for all the help you guys gave me. If you have any crits and or comments, feel free to post any.
02 February 2006, 07:36 AM
very good work.congrats. it seems same as the character in pc game.so good done.the thing i am corious about that can u show me the textures.did u paint something or took it from anywhere. i am asking cuz i dunno how to prepare a texture for a low poly model.even i did not work on a low poly char like this.i think in modelling there is not a body just u modelled the body we see with clothes. ?
02 February 2006, 02:08 PM
i think you need to darken and narrow the eyes, make him look a bit meaner... he looks surprised in all the shots so far. otherwise, a good model
02 February 2006, 04:25 PM
yeah, "close" his eyes 1/3rd, he will look sharp
03 March 2006, 03:52 AM
Hey all, I know I havnt done any updates on this guy for a while now. But I finally did. Well the first thing you'll notice is that the head is now a little bit smaller, something many of you and some more let me know about. Really, thats about it, nothing else is new. The next big thing will be the P90. Both are for a mod for battlefield 2. I also started to learn how to rig a character, so I tried it, and its pretty neat stuff. Just gotta get used to it, and learn some more about it. I just made this pose from the basics.
Here are some quick renders:
Please post any C&Cs you may have.
03 March 2006, 07:00 AM
You can add some bump mapping to the gun too...and this is the third character I have seen with the FN P90
03 March 2006, 10:12 PM
The forehead looks to be a little too flat in the renders without the helmet. The forehead seems almost vertical, but it should be slightly rounded towards the top, where it meets the hairline.
03 March 2006, 10:12 PM
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