View Full Version : Character: HL2 Sniper

07 July 2003, 04:22 PM
I just read trough an article about hl2 the other day and i saw this realy nice concept of a post apocalyptic sniper.

I thought this would be really inspireing to practice some human character modelling. In the article it says that the hl2 characters use 5000 polys but i don't know what to believe after seeing some of the screencaps. I don't think thay are more than 2500 so any way so thats my poly limit. Now it's 2070 tris, but there are still some details that has to be added and the feet are not done yet. Does any one have any suggestions on how to optimize the mesh, or any coments on the proportions of the body?

Software: 3Ds Max 5

07 July 2003, 05:30 PM
give her more curves, it could be a man with some bags on his breasts or something like this, she doesn't look feminine enough :)

07 July 2003, 05:49 PM
As you can see in the concept she has a pretty manly body or at least the curves is hidden behind the body armour. I don't want to make a typical game woman modell with over exaggerated curves, double D breasts and a ass from hell =] I try to follow the concept as much as possible. So far i have just changed the waist and as soon i made it smaller it didn't follow the concept any more. I think i should widen the hips and ass insted.

I'm on it, thanx for the comments


07 July 2003, 05:54 PM
i'm not talking about her breasts...
i'm missing female dynamics in the legs, the hips, her but, everywhere... the drawing has it much more then your model

07 July 2003, 07:21 PM
this concept is very cool. But your model's shoulders need more detail. I am sure that it won't able to bend properly right now.

The proportion is way off right now. Her torso is too long.

07 July 2003, 09:04 AM
One thing that I am noticing is that the character won't seem extremly feminine until she moves in a feminine way (such as the pose in the picture). And I think you may have some problems completing this due to that body armor. It seems to fit snug around the upper chest, but does not around the stomach. Notice how the curve out on the body armor on her left hand side does not follow where the ribs are, as it does not move inward toward the stomach. It may be benefitial to give a little more distance from the body to the armor, and flaten out the shape around the upper waist to lower ribs. This will take away from the femine aspect, but it will make the hips stand out and more prounounced as female (even if you are not seeing the definition of the upper chest). And the only other comment that I have is to flair the upper corners of the boots up toward the hips a little more.

07 July 2003, 09:21 AM
Ok, thanx for all the crits guys, it's really helpful. I'll post a update later tonight.

I don't have any reference pictures so the proportions are a bit off. Any one have good side- and front-view t-pose pictures?

07 July 2003, 05:20 PM
ok, now i got some female reference photos. It looks better now but there is still some thing wrong and i can't really put my finger on it. help me guys :rolleyes:

I still got 350 polys or so to spend, the question is where? I know i need a few around the joints or at least the ones on the arms, and the feet really need some more. Any suggestions?


07 July 2003, 10:24 PM
hey, i think u should make the shins just a lil longer and it looks like int he picture she has highheels on so u should def model that int here cause it would help w/ the whole feminine look.
o also i think it would really really help if the top edge of the leg armor in the front is raised, and curved out into a flare a little more, i think its gonna be really nice model tho when ur done.

Peter Ryskin
07 July 2003, 10:42 PM
I'd suggest inverting the slope of the upper breast, Ie, convex instead of concave, otherwise known as "girly in a non-pornstar way". Right now, its a toss-up whether she has breasts or massive pectorals underneath that piece of wear.

07 July 2003, 11:07 PM
I know you probably don't want to hear this, but I think you might have gone the wrong way with the torso armoron your update. From what I can see in the concept drawing, the bulky panel in the front center stands out quite a bit from her belly, in fact her breasts are even somewhat set back behind or even with the top of this panel. The panel seems to be pretty flat in the drawing, at least from the top of the chest to the bottom of the panel. I think if you were to flatten this panel, that would highlight/contrast the shape of the more form-fitting sides of the armor.

Secondly, her back seems wrong. I am feeling like the armor shouldn't curve under that way. First, no one's back really is concave like that, secondly, armor would probably be straight flat going down.

I think the idea at this point, now that you have the hips/legs looking feminine, is to stop trying to make her upper body fem looking, and think about the underlying construction of the armor.

Also, I think the butt and breasts are now a bit exaggerated. :) Since we are trying to avoid cliche and all, trim these down a bit.

With those extra polys you could try making the rib-like structures to the sides, this would allow you to follow her underneath curves, yet get the bulk needed to fit with the big front panel.


07 July 2003, 11:35 PM
Louman: The highheels was the firs thing i decidet to change about the concept. It seams a little impractical for a sniper to wear highheels =] but your absolutley right, it gives a more fem touch. I'll see what i can do about it. Thanx any way =]

jellyfish: I think you nailed it =] I want to make it more bulky but im afraid that i will loose the fem touch, but i guess that's what the art of modeling is all about.

Well, now it's goodnight for me. I'll see if i can manage a post tomorrow night.

Thanx for all the c&c's!

07 July 2003, 01:12 AM
I think you will have a problem with those shoulders. As anyone who wears body armor will tell you, it HAS to be more of a tank top style than sleaveless, or else she will not have any mobility in the shoulders. And I am doubting that it truely fits that snug around the armpits. But If we are pointing out problems with the concept of this body armor, the bottom of it goes way to far into the lower stomach, think about what is going to happen when she bends forward. Typical armor is to be worn with the bottom reaching the belly button, or just above it.

07 July 2003, 08:15 AM
better but still not feminine enough in my eyes, look on the concept she got highheels and is way more dynamic in my opinion

07 July 2003, 08:43 AM
I say to keep the high heels out of there. Imagine trying to make a woman run acurately while trying to factor in the balance on high heals. Impossible. I think as far as the feminity goes, she looks fine, it is strictly the pose in the drawing that gives her such a dynamic yet femine look. If rigged and moved properly she will be very distinguishable as a woman.

07 July 2003, 08:50 AM
jrwells: I don't know about the armour, maby it was wrong to call it a armour from the beginning. I think its more of a suit. It looks like the top and tha boots would be made out of the same kind of rubbery material. If you i.e look at a stormtroopers armour it's sectioned and ther is no armour around the joints. But here you can see how the top bends and it would be impossible to walk or run if the boots wasn't made out of a elastic material, something like a diver suit.

Neox: Could you please explain "more dynamic" =]


07 July 2003, 05:58 PM
Now i have found some real anatomy drawings, and i realized what you guys mean about female dynamics =] I hope this one is better even if its not perfect. I also decided to make the butt a lot smaller, maby not female characteristics but i think i looks better that way. Since i had 350 or so, polys left i also made the ribcage stuff on the armour.

I have also made the sniper rifle. I don't know any poly limit for weapons but im guessing its around 400 for third person and 1000 for first person... right? I ended up with something in between, 744 tris. I can most certainly strip it down and do all the details with texture instead.

Any how.. here's the image.

07 July 2003, 10:16 AM
much better, i like her :)

07 July 2003, 05:56 PM
Really good now, before it looked strange, oh and BTW, XSI rocks for modelling, i hope thats what yer using, and also since we are on topic for modelling for HL2, anyone know how normal maps will be made?

07 July 2003, 07:14 PM
Looks great, buddy:p Any textures coming soon?

07 July 2003, 08:18 PM
Basing! I have created a new thread in the Game Art Desig Forum. I think its more of a WIP now so thats why. Now you know.


07 July 2003, 08:25 PM
Originally posted by Rivendale
Looks great, buddy:p Any textures coming soon?

please no one liners in this forum. the rules say that every post NEEDS to be a critique or some constructive comment with useful information.


08 August 2003, 12:05 AM
i think that the pipe across her face, just above her breathing apperatus should drop to the sides of the head at a lightly sharper angle.,.,., it's as if it curves downward too smoothly instead of a kink or elbow joint in the pipe.,..,

other than that i think it comin along pretty nice.,.,:thumbsup:

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