XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : High Detail Soldier WIP

01-12-2008, 04:07 PM
Hi all,

Been a long time since I posted anything so I though this project would be ideal to share. The character I will be working on in this WIP thread is a soldier, roughly based on a concept sketch provided by the client, (unfortunately I cannot show this as it is under NDA).

What I can do though is show the progress taken to build this character. He has to be high resolution initially before being taken down to a game friendly model.

Feel free to chirp in with comments and crits as they will be useful as I work.

So, I have started with the boots (see attached). Working in Silo I have generated a low resolution model which can be smoothed and taken into Zbrush/Mudbox to be detailed. I will be working on the whole body initially before doing the detail pass on each separate piece.


01-14-2008, 10:01 AM
Started to flesh out the body today, just blocking in the legs and torso at this point to flesh out the general proportions while also trying to get some of the main details in.


01-16-2008, 03:34 PM
Update time. After creating the base body I moved onto the tactical vest. It still needs some work, extra pockets etc. but this gives you a general idea.


Here is a closeup.


01-18-2008, 12:39 PM
Dont want to dissapoint you but this looks like a VERY difficult mesh to add details to ,based on the images it's already smoothed to the maximum so you should rebuild it at 1000-3000 faces/polygons and then use Zbrush or Mudbox for the high res/detail !

01-18-2008, 12:46 PM
Not to worry, it is already a low rez mesh...the screen grabs are just of it smoothed. Once done I will take the low resolution model into Zbrush/Mudbox to detail.


01-18-2008, 03:10 PM
Another update. Worked further on the vest, adding a few more pockets and details. Also built the accessories hanging from his belt.

Probably tackle his hands next...



01-18-2008, 07:46 PM
Started working on the hands. I took a basic female hand from one of my other models (pictured to the left) and reworked it to form a more, male looking hand.

Also added some detail to enhance the finger nails too.

So now I have this base I can move on to create the gloves.


01-18-2008, 09:10 PM
If you plan on making him a man you'll have to make the fingers thicker and the nails a bit shorter I think. If not, the hands aren't too feminine but they're fine.

01-18-2008, 10:00 PM
Thanks, I'll revisit the hands.

01-20-2008, 02:00 PM
OK ,now it's starting to look good !

01-21-2008, 11:56 AM
Managed to get some time this weekend to finish the hands and head...


What I am planning on doing now is taking each part of this guy into Mudbox/Zbrush to apply the details. Not sure which to use yet though :)

01-23-2008, 02:28 PM
Managed to squeeze some time in during my lunch hour to work on the details for the boot...


I started it in Mudbox, but things always look better in ZBrush :)

01-23-2008, 03:41 PM
that boot loosk awesome, cant wait to see the rest

01-23-2008, 03:46 PM
Looking good Anchuvi ! keep up the good work :thumbsup:

01-25-2008, 01:10 PM
The BDU looks too fitted to the body. It should be more loose.

02-06-2008, 11:37 AM
Hi guys, been a while since I updated as I had to dedicate most of my time to my book...which is now complete :) (well, the first draft anyway)..

Anyway, I have worked in most of the details, the remaining ones will be added during the texture pass with the help of the good old NVidia normal map plug-in...


So next I need to generate a base mesh from these models, uv it and get the normal map data.

02-06-2008, 01:45 PM
avoid the nvidia plugin, use crazybump instead, it gives better results with less work

02-06-2008, 01:59 PM
Not heard of CrazyBump...I`ll have to Google it...

Thanks for the tip!

Update....Just downloaded it and WOW! Does occlusion and displacment maps too...Very nice! Oh and very good normal maps...

02-09-2008, 04:00 PM
I started to get the UV`s onto the game model this week and also managed to extract all the base normal maps. You can see these applied below.


On top of this I have started to work in a detail pass on top of the basic normal maps. I just created the height maps in photoshop and used CrazyBump to convert them to normal maps.


You can view a higher resolution version of the above image here - High Res Vest (http://www.ant-online.co.uk/FTP/SoldierWIP/Vest03.jpg)

So, my next jobs are to continue working in the detail pass on the normal maps, create the diffuse and specular maps and then optimize the model slightly...whew!

Will post updates as I progress...

02-09-2008, 04:04 PM
Very nice ! can you show us your normal map ?

02-09-2008, 04:15 PM
Sure, this is the best I can do without posting each 2k map....


Obviously the are just WIP :)

02-09-2008, 11:50 PM
You may want to puff up the torso a bit since it's a a vest over a blouse.

02-10-2008, 08:03 AM
Thanks. I noticed it was a bit tight but will need to leave resizing it till the end :)

02-12-2008, 04:45 PM
Started working on the texture maps, diffuse, specular etc. and I think he is pretty much done now :bounce:


I need to do some further optimization, (he is currently 11,500 polys) some texture tweaking and then a posed render but as always, comments are welcome as he isn't signed off as complete just yet.

02-13-2008, 10:14 AM
The model is coming along fine, the area I think you need to improve the most is your proportions. Take a break from the model, step back and have look at him again and compare it to some other work. This (http://www.ianjoyner.com/outfit.html) is a good place to start. The images show some weight in the fabric, where it bunches and bulges. At the moment your clothes are very tight and it makes the model look skinny. Don't be sccared to push the volumes, and put some style in. A fairly good point of reference to compare would be where your trousers are tucking into the boots. Compare yours the images in the link I posted.

Hope this helps, looking forward to updates.

02-14-2008, 11:50 PM
Hiya, there's some nice work here. I think you would benefit from looking at the overall silhouette of the model and in particular around the shoulders area. The shoulders currently seem quite rounded and undefined, I had someone give this advice to me recently and i managed to improve my model lots using it.

I really like the attention to detail with all the accessories, am looking forward to seeing an update. Good luck :)


02-24-2008, 08:26 PM
Very good job!

02-28-2008, 09:20 PM
I would also generate an Ambient Occlusion map from Crazy bump and blend it with your diffuse map...it will add some depth and details outside of the normal map...

06-06-2008, 02:17 PM
I loved looking at how this has developed into an almost ready charachter, however I have to say even though I love the model I really dislike the texturing. It's way too bright and remiends me of an action man, and I don't think that the vest goes with the colours either.

But I do love the concept and the model.

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