Project Stealth

Archives => Presentation Forum => Topic started by: reason3d on October 29, 2007, 04:48:02 AM

Title: model of a soldier - a work in progress thread
Post by: reason3d on October 29, 2007, 04:48:02 AM
hi im dimz , i am a 3d modeler and a semi-friend of alot of people here .

this will be a topic showing the progression of my work , building a modern day us ranger . also i am offering discussion and help to those who are new or fairly new to modeling , so feel free to ask any question . also to point out mistakes .

very early still , first work in progress of the torso will be here :

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Fsoldierwip.jpg&hash=64ab9703d2da475e39fbb2820761a768d2231af5)

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Fsoldierwip2.jpg&hash=f6f980b088f14acf3135f944511764d9e7740934) Ortho

this is just to get things rolling a bit , and i will space the renders out so you can see it evolve .

Goodkebab , if you could comment on the overall accuracy of the physique , would greatly help the model . though ive been modeling characters for wquite a while , none had to be very accurate and it was a must that they were very low poly (ut2004 mods) . 
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on October 29, 2007, 07:57:57 AM
got a good update , base model is near completion in regards to whats stock on the model , attachments and other delicate detail will come later :

http://www.reason3d.us/soldierwip3.jpg (http://www.reason3d.us/soldierwip3.jpg)

img is 1024 x 768 and wont display well in img tags .
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on October 29, 2007, 09:41:44 AM
wow im tired , that was rendered using light tracer but no light , hence the ghost you may or may not have seen .

ok so heres the deal , dont know how long its been , but i am done for the day and have another render , its pretty plain except for those who like cage inspection ... but i wanna post one more image since the last was so badly processed .

http://www.reason3d.us/soldierwip4.jpg (http://www.reason3d.us/soldierwip4.jpg)

night peeps .
Title: Re: model of a soldier - a work in progress thread
Post by: Gawain on October 29, 2007, 11:07:00 AM
the head is too small and the whole body form looks too rectangular.
Title: Re: model of a soldier - a work in progress thread
Post by: Tidenburg on October 29, 2007, 11:54:56 AM
he looks a bit like hes wearing pajamas? The material shouldn't droop it should be tight to his body outlining his figure. ATM he looks like a cube in clothes.
Title: Re: model of a soldier - a work in progress thread
Post by: goodkebab on October 29, 2007, 02:08:08 PM
there is very little to judge until you can create a normal map.  The hi res version is where all the power is.
Title: Re: model of a soldier - a work in progress thread
Post by: B1nArY_001 on October 29, 2007, 08:55:52 PM
He's very... Stout...
Title: Re: model of a soldier - a work in progress thread
Post by: Gui Brazil on October 29, 2007, 11:35:28 PM
He's body is a bit too rectangular, as Gawain said.
Title: Re: model of a soldier - a work in progress thread
Post by: Zedblade on October 30, 2007, 10:08:11 PM
are you going for realistic or stylized? You have reference? If you are going for realistic, then make sure you use tons of reference to get the body right. If you are going for realism, you have a long way to go. Try www.3d.sk. They have tons of human reference photos.
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on October 31, 2007, 07:33:28 AM
the reesult of wearing a bullet proof vest which should , in idealistic terms not be pressed against the body will make you look a bbit bulkier . also the shirt and jeans are not the usual form-fitting ones found in use by usual marines and whatnot , it is realistic since they are available , but its not the kind youre thinking of . also the vest makes you look blocky , but i am adjusting the shoulders to make it a bit more articulated .

i am going for realism , physique wont help much since its not a stealth suit theyre just BDU's . i am working on the proportions basically to make it more gamplay-efficient , realism isnt everythign this mod is , but it will show just how much in the gameplay as compared to each individual model . there is no first person full model so this is third and will be seen from distances , all needs to be considered when making the proportions , hitboxes come to mind .
Title: Re: model of a soldier - a work in progress thread
Post by: B1nArY_001 on October 31, 2007, 07:44:28 AM
Take a close look at your legs etc. Looks like you used extrusion box modeling to create it but failed to properly round it out. Even with a vest on the chest is more cylindrical than it is currently. To capture the effect of the vest better, first model the proper physique then build the vest off that bulking out the appropriate areas, I think you'll find the result is more realistic. It allows the physique under the gear to come through a little better and allows you to better judge how the fabrics would hang etc.
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on October 31, 2007, 09:04:39 AM
what you talking about , you cant see physique though a plated vest .

my legs look the same , i wear the baggy jeans , not tight cowbody jeans , they fall straight assumiong im in my most raised upward position .

heres an image tweaked a bit , with hands and temporary boots :

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Fsoldierwip6.jpg&hash=74041dc5af12972c9be19f175bc9b60d985c0e68)

please keep in mind this is a work in progress too , i could make the jeans have all sorts of wrinkles and folds , but why waste the polys ?

LOL hands are bad so far , will either fix them or make new ones .

LMAO , rechecked my ortho ref , jeans are hangin off his ass , its xmas time , in hollis queens hrhrhrhrhrhr.
Title: Re: model of a soldier - a work in progress thread
Post by: goodkebab on October 31, 2007, 11:22:46 AM
Proportionally it is all off.   


Torso is cyclindrical, and you have it flat like a box.

You are mirror modelling which is fine,  but this is probably why it is looking to wide.  This is what makes the character look flattened.

You need to work from referance,  the side view would show the character is as stiff as a board. You need to bring a relaxed pose to the spine,  because it actually S curved and not straight like an iron pole.


The cheeks bones are in the wrong place.
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on October 31, 2007, 07:37:37 PM
torso cannot be cylindrical if the vest , which is sitting off the body , is flat . i agree the inside , the chest should be cylindrical but we dont see that , we see the vest .

i am still tweaking proportioins . and according to a professional reference it is as wide as it should be , because the vest and jeans are wide cut . also as far as being "stiff as a board" , the soldier should be in a "go" position and not relaxed .
Title: Re: model of a soldier - a work in progress thread
Post by: Westfall on November 01, 2007, 06:55:27 AM
Hes starting to look like the Michelin guy.
http://www.michelin.com/portail/home/home.jsp?lang=EN
Title: Re: model of a soldier - a work in progress thread
Post by: Farley4Fan on November 01, 2007, 07:02:11 AM
OMFG LOL LMFAO  :D WTF?!?

OMG HAHA!!!11!1

Dude, no offense, that just looks hilarious!  That is serious right?  God damn...  :D

What?  Are you trying to prove yourself?  Are you competing with kebab or something?  Sorry, I just took a look at this thread
Title: Re: model of a soldier - a work in progress thread
Post by: goodkebab on November 01, 2007, 10:35:42 AM
Quote from: reason3d on October 31, 2007, 07:37:37 PM
torso cannot be cylindrical if the vest , which is sitting off the body , is flat . i agree the inside , the chest should be cylindrical but we dont see that , we see the vest .

i am still tweaking proportioins . and according to a professional reference it is as wide as it should be , because the vest and jeans are wide cut . also as far as being "stiff as a board" , the soldier should be in a "go" position and not relaxed .

The vest will have to wrap around the torso as well.  You really need to bring the curved surface into that.

You are modelling in the T pose,  which is completely unnecessary for the modelling stage.  The T pose is only for rigging.  The only reason I modelled the merc in the Tpose was because I already had a Rig built that I needed to fit exactly.

You may be using image planes to get your proportions perfect,   but photos will not show volume or how volumes overlap each other.  That requires skilled observation,  which is the greatest asset of any artist.
You cannot only depend on the referance material, you have to analyze you work as well.

If you show your referance i could explain better.
Title: Re: model of a soldier - a work in progress thread
Post by: frvge on November 01, 2007, 11:27:40 AM
I think kebab means that there's the cilindrical torso and on top of that the flat armor.
I know that most artists model a body first, including boobs for female characters, even if the character will have a lot of armor in the final phase with no skin showing.
On top of that, the armor is made. This now fits with the body. Because it's torso+armor it's looking better than approximated torso (not really modelled)+armor.
Title: Re: model of a soldier - a work in progress thread
Post by: goodkebab on November 01, 2007, 04:05:16 PM
it would also be a lot easier to model the attachments as seperate pieces.


Dont try to model it finished in the beginning, instead think of stages.  Work first on the body without armour,  then split edges to draw the countours for the armour,  then extrude those.
Title: Re: model of a soldier - a work in progress thread
Post by: tigaer on November 02, 2007, 03:25:52 AM
he shouldnt look like a square..
http://www.rangermade.us/graphics/2010prototype.jpg
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 03, 2007, 03:43:56 AM
i most definitely see your points , and it is still evolving , but for now since its like what 8 % done ( yeah you papa smurf lol ... since im a far step down from kebab , why dont you fill the nothing spot ?

i have an update with more detail , better normal smoothing and generally just more :

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Fsoldierwip_RF2.jpg&hash=d90db2ce9a0122b0a789eb15f5f22d8249e2b1c8)

extra perspective image to show that im not retarded lol , and have added at least some dimension :

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Fsoldierwipp.jpg&hash=b7983e9b48c2cd59586d6584a1a51bbb57b8cdac)

also as you can probably figure out , when moved from a stiff pose to a rigged battle stance it will round and smooth out more . kthzstfu lol jk bye
Title: Re: model of a soldier - a work in progress thread
Post by: Westfall on November 03, 2007, 06:34:47 AM
His clothes are quite baggy for a....soldier??? He just seems too loose. Not enough bulk really.
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 03, 2007, 12:27:12 PM
case in point ( except he has them tucked ) : (https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.uscav.com%2Fprodinfo%2Fenlarged%2F15139L.jpg&hash=84649f167d304d225f7e3587d0451de3836f13df)

in reality if your jeans are more than just a bit bigger than your leg , you wont see your leg . after textures are made ill see about adding visible musculature , but thats not the idea i am going for . i guess its a culture thing , the style where i come from isnt very form-fitting , more loose and relaxed , and soldiers do the same thing , though most wear the tighter BDU pants tucked into their boots . it just has a different feel to it . also goes back to the story behind the mod .

the purpose of this low poly models is to facilitate just a plain old surface to apply the textures to . nothing fancy , straight up plain and simple .

the real test for me will be the high polygon normal maps model ... i have done some subdivision before on fairly complex models but i have never done this before so we will see if i can hack it . of course the normals map , much like kebab said will bring out alot of life that is missing .

so in simple terms , this model is very plain , and boring but serves an important purpose , the base for all details .

[EDIT] : (https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Fcamotest.jpg&hash=32b781d6ed047ca95e45be75452db9e743e6ed0d) just seein what it would look like with some digital urban .

yes pajamas , nothing like fightin in the tough ass streets with hosties everywhere in your jama's lol .
Title: Re: model of a soldier - a work in progress thread
Post by: goodkebab on November 03, 2007, 03:53:32 PM
In the picture you posted I can clearly see the form of the leg and the knees under the loose trousers.

What ends up happening if you dont model some form to the trousers is that the just look like PVC tubes for legs.   This is  tube like appearance only becomes more obvious after it gets animated.
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 04, 2007, 03:27:45 AM
isnt deformation controllbable with biped ? i've used bones before and there were tools to compensate for most shapes .

if not , im still unsure of what you mean by " some form " ... a leg is a leg to me . you want me to model calves and all that ?

oh btw , the model is currently at ~ 7400 triangles , am i way out of line ?
Title: Re: model of a soldier - a work in progress thread
Post by: tigaer on November 04, 2007, 04:18:05 AM
Quote from: reason3d on November 03, 2007, 12:27:12 PM
case in point ( except he has them tucked ) : (https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.uscav.com%2Fprodinfo%2Fenlarged%2F15139L.jpg&hash=84649f167d304d225f7e3587d0451de3836f13df)

in reality if your jeans are more than just a bit bigger than your leg , you wont see your leg . after textures are made ill see about adding visible musculature , but thats not the idea i am going for . i guess its a culture thing , the style where i come from isnt very form-fitting , more loose and relaxed , and soldiers do the same thing , though most wear the tighter BDU pants tucked into their boots . it just has a different feel to it . also goes back to the story behind the mod .

the purpose of this low poly models is to facilitate just a plain old surface to apply the textures to . nothing fancy , straight up plain and simple .

the real test for me will be the high polygon normal maps model ... i have done some subdivision before on fairly complex models but i have never done this before so we will see if i can hack it . of course the normals map , much like kebab said will bring out alot of life that is missing .

so in simple terms , this model is very plain , and boring but serves an important purpose , the base for all details .

[EDIT] : (https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Fcamotest.jpg&hash=32b781d6ed047ca95e45be75452db9e743e6ed0d) just seein what it would look like with some digital urban .

yes pajamas , nothing like fightin in the tough ass streets with hosties everywhere in your jama's lol .

And..
he looks like a ugly fuck.

You want him to look cool right? Then do the clothes like good kabab, where its not baggy.
Title: Re: model of a soldier - a work in progress thread
Post by: Farley4Fan on November 04, 2007, 05:23:35 AM
Baggy clothes are totally fine, as long as they are tucked into boots and have kneepads strapped on.  This way, they are tight in some places and loose in others.  He looks like a skater with those pants and shoes on.
Title: Re: model of a soldier - a work in progress thread
Post by: iservealot on November 04, 2007, 06:57:48 AM
This entire thread needs to be moved to an OT section, or locked. This has nothing to do with the presentation of work derived from or for Project Stealth.
Title: Re: model of a soldier - a work in progress thread
Post by: Zedblade on November 04, 2007, 07:24:52 AM
Quote from: iservealot on November 04, 2007, 06:57:48 AM
This entire thread needs to be moved to an OT section, or locked. This has nothing to do with the presentation of work derived from or for Project Stealth.

sigh

Does noone read the farkin forum description. This thread belongs here. The forum descriptions clearly freaking states;

Here non-devs can post artwork for constructive criticism.
Title: Re: model of a soldier - a work in progress thread
Post by: Westfall on November 04, 2007, 07:32:41 AM
Quote from: Zedblade on November 04, 2007, 07:24:52 AM
Quote from: iservealot on November 04, 2007, 06:57:48 AM
This entire thread needs to be moved to an OT section, or locked. This has nothing to do with the presentation of work derived from or for Project Stealth.

sigh

Does noone read the farkin forum description. This thread belongs here. The forum descriptions clearly freaking states;

Here non-devs can post artwork for constructive criticism.

Yea, if anything its in the best spot for it to be so ppl don't spam it from the forum about PS
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 04, 2007, 10:58:55 AM
and i totally appreciate the opportunity to get crits and feedback ...

ok heres the deal : i am hoping , hoping that the baggy stylez will look ok once i get a really sick skin on him and normal mapped . of course most of you know flat geometry with a normal map appears not flat ... so if things work out then thats all the better , if not i will use goodkebab's idea and form shapes into it .

iservealot thanks for trying to rail me out , we worked together before you demanded i pirate dvd's with my name and address watermarked on them lol ... youre cheap and ignorant , so leave me alone .

OT : anyone install roboblitz from the bought , downloaded package and see "precaching shaders" for like 30 minutes with no progress ? 
Title: Re: model of a soldier - a work in progress thread
Post by: iservealot on November 04, 2007, 05:04:47 PM
Quote from: Zedblade on November 04, 2007, 07:24:52 AM
Quote from: iservealot on November 04, 2007, 06:57:48 AM
This entire thread needs to be moved to an OT section, or locked. This has nothing to do with the presentation of work derived from or for Project Stealth.

sigh

Does noone read the farkin forum description. This thread belongs here. The forum descriptions clearly freaking states;

Here non-devs can post artwork for constructive criticism.

For work derived to or from Project Stealth. This isn't some open forum to present work from anywhere, it should be related to Project Stealth. A good example being the GUI's.

What whatever, just my opinion I guess.
Title: Re: model of a soldier - a work in progress thread
Post by: Gawain on November 04, 2007, 05:22:43 PM
yeah i can't see a point why reason3d should be allowed to post his mod stuff here. this forum is about ps (for the vets), and nothing else. reason3d doesn't even like the unrealistic ct/ps gameplay anyways. but i guess the only thing i can do about him spamming this bs is referring to sclamers...
Title: Re: model of a soldier - a work in progress thread
Post by: Zedblade on November 04, 2007, 06:44:08 PM
Whether we should allow other people to post work and what not is a completey differant story. I'm not for or against it, I just don't care. The POINT, is that the forum has ALREADY been made to provide a place for non-devs to post their work. Changing our mind now and deleting tons of posts will most likely piss a lot of people off.

If a decision needs to be made as to whether or not to keep the forum, make it another forum entirely or to get rid of all the non-dev threads, then we can make that at a later date, then announce it before we do it so people will know.

But for now, the forum has been here for a long time and people more or less already see this as a presentation forum for anyone and everything. Deleting or locking this thread when he's obviously put it in the right section is a ubi move. IE, locking off-topic discussion in the off-topic forum...
Title: Re: model of a soldier - a work in progress thread
Post by: iservealot on November 04, 2007, 07:23:48 PM
Quote from: Zedblade on November 04, 2007, 06:44:08 PM
Whether we should allow other people to post work and what not is a completey differant story. I'm not for or against it, I just don't care. The POINT, is that the forum has ALREADY been made to provide a place for non-devs to post their work. Changing our mind now and deleting tons of posts will most likely piss a lot of people off.

If a decision needs to be made as to whether or not to keep the forum, make it another forum entirely or to get rid of all the non-dev threads, then we can make that at a later date, then announce it before we do it so people will know.

But for now, the forum has been here for a long time and people more or less already see this as a presentation forum for anyone and everything. Deleting or locking this thread when he's obviously put it in the right section is a ubi move. IE, locking off-topic discussion in the off-topic forum...

and when has this forum section ever been used to demonstrate work pertaining to anything else but project stealth?
Title: Re: model of a soldier - a work in progress thread
Post by: Overstatement on November 04, 2007, 07:30:20 PM
http://projectstealth.splintercellnetwork.com/index.php/topic,514.0.html
Title: Re: model of a soldier - a work in progress thread
Post by: Tidenburg on November 04, 2007, 08:41:21 PM
Its irrelevant even if no-ones ever posted their own work before. People are allowed to post their own work should they should be allowed to do so without having people complaining about it.
Title: Re: model of a soldier - a work in progress thread
Post by: iservealot on November 04, 2007, 08:42:10 PM
Quote from: Overstatement on November 04, 2007, 07:30:20 PM
http://projectstealth.splintercellnetwork.com/index.php/topic,514.0.html

has to do with Project Stealth trade...
Title: Re: model of a soldier - a work in progress thread
Post by: Zedblade on November 04, 2007, 08:57:13 PM
Quote from: iservealot on November 04, 2007, 08:42:10 PM
Quote from: Overstatement on November 04, 2007, 07:30:20 PM
http://projectstealth.splintercellnetwork.com/index.php/topic,514.0.html

has to do with Project Stealth trade...

no it doesn't, stop being ignorant. It's a model for a completey differant project/mod or whatever. It has nothing to do with project steatlh. THe fact that the artist just happens to work on PS means nothing. Give it a rest and stfu.
Title: Re: model of a soldier - a work in progress thread
Post by: B1nArY_001 on November 04, 2007, 09:08:44 PM
I think what was meant by "It has to do with Project Stealth trade..." was that we are bartering models for animation with another mod so that we all get what we need and everyone's happy.
Title: Re: model of a soldier - a work in progress thread
Post by: frvge on November 04, 2007, 11:41:32 PM
Yes. Anyway, unless decided otherwise, this thread is allowed to stay. Other models of reason HAVE to be in this thread. No 2 threads about different models. (for now)
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 05, 2007, 02:34:41 AM
there really isnt any other place where people are active and would even take a moment to say anything about the work i presented .

sure its for a different mod , a military simulation mod , and i dont see why i cant link to PS in my mod site ... many old friends like mr mic and element and others , even you dizzle , i aint been kind to ya lately but you misunderstand what i am willing to do for people , i offer advice and when its reasonable i share resources .

i feel kinda stupid , but then again its one model , for a completely non-competitive mod , noone will go rushing down to fileshack to download my mod just cause they seen a wip character that is far lesser quality (so far ) than PS's .

and while in recruitment stages , if i find someone who is very talented of course i will mention him to you and offer to ask him if he would help out here too , this modding isnt about " hey this is ours , gtfo" its about being part of the modding community , you should know better than anyone how willing i am to help people out , i helped everyone who came to those map editor discussion forums
Title: Re: model of a soldier - a work in progress thread
Post by: iservealot on November 05, 2007, 05:27:57 AM
In case everyone missed my first post, I was simply saying it should be moved to an OT section (which needs to be created)
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 05, 2007, 06:26:48 AM
well since im off topic anyways , but in reality it dont matter cause noone cares about where the model is going , only what state it is in and will be in . that was the point of posting it .

but goodkebaba or anyone know of a resource teaching the low-poly/high-poly nomral mapping method , i comepletely forget how to generate the normals map ,and im beginning to setup for the high poly version .
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 11, 2007, 01:06:07 PM
well a week passed and ive been crazy busy again ...

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Fakfinished2.jpg&hash=9d44e26d75f9ec4cf0ebd67b71af87ce31c06255)

its 5600 polys and will have a unique skin , not the general wood n' metal look to it . ill show ya when its skinned .
Title: Re: model of a soldier - a work in progress thread
Post by: B1nArY_001 on November 12, 2007, 01:20:12 AM
You could easily cut that poly count in half. A huge amount of detail you modeled can be done with a normals map. I would model all your detail into this version then wrap an optimized version around it. Screws, rivets all those goodies.

I'm just basing this off of an assumption that I am looking at the real time model since a high poly version would easily be 20-40k or even in the hundreds of thousands.

Looks pretty good though, nice job.
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 12, 2007, 09:21:46 PM
yeah im fidgety about what goes into geometry and whats normaled ... i need everything that is interesting , that isnt incredibly wasteful of polys to be geometry ... this way when I (yes me) play it , i know that it fits a hardcore sim if it loks like its real to me . not that i am everythign but i do know my realism based gaming history and alot of faked geometry ruined the immersion ( cough Ravenshield ) . what i really want in the skin is the fine detail like the texture and intricacies of the metal .

anyways i am marinating on the model and working with another modder , seems as though my realism quest is ending for now and i will be joining a mod team with a mapper for UT3 building "somethign unreal" ... hehe fun

so ill be in and out for a while , still love the progress you guys got , little tweaks and my oipinons to come , and i will skin this AK 47 for myself and anyone who cares about it and make some shiney HDRI enabled renders : goodkebab dont say it , hold it in lol .


** EDIT ** is it true that in unreal 3 you only render the part of the model you can see in the cam ? that it will occlude automatically the backfacing geometry ? this is what i am thinking by making everything geometrical and not skinned .

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Fakwire_render.jpg&hash=5f6a1164092360eb6f45891883c606c557d14c2c)
Title: Re: model of a soldier - a work in progress thread
Post by: Farley4Fan on November 12, 2007, 10:02:02 PM
Looks pretty good.
Title: Re: model of a soldier - a work in progress thread
Post by: Gui Brazil on November 12, 2007, 11:59:57 PM
Indeed, it is looking good but you could get rid of quite a bit of polygons up on the front of the gun.

This is an example of a gun I did for project stealth:
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F2377%2Fm1areason3dxt1.png&hash=cfcbb5d652957ccd296990b31c5494ebe20c30ce)

Of course, this one will not be viewed so close as a first person view as yours. 5 sides on the front barrel wouldn't cut it but 20 or something is a bit too much :P. The other part that got into my eyes is the trigger guard. You have 2 rows of edges going through it that are not really doing anything, and therefore, useless. I also think that you could fake the holes on the part before the barrel with a normal map and save some polys on it.

Beside that, Good job.
Title: Re: model of a soldier - a work in progress thread
Post by: neth on November 13, 2007, 09:33:25 AM
Gui you did it for PS ??
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 13, 2007, 09:44:10 AM
well just comparing the 2 models , the rifle you have there is made to be more boxed , and an ak if you get a good look is made with all these round , beveled and cylindrical parts .

in order to make the first person view completely realistic is to keep all the polygons ... here is a first person render :

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Ffpsak.jpg&hash=4a6c11248e588d5090a5a7232ae0314fc0a70179)

i will see how it renders in a high poly environment and make changes as needed , but the good thing is if i know what im doing , the engine will only render whats being seen by the viewer , hence no backfacing or unseen poly rendering . that cuts the count in half already , plus more .

but then again , i am not arguing my point or methods , because knowing my luck it wont work the way i interpret it and it will lag and i will make a whole new one lol .
Title: Re: model of a soldier - a work in progress thread
Post by: B1nArY_001 on November 13, 2007, 03:47:44 PM
Quote from: neth on November 13, 2007, 09:33:25 AM
Gui you did it for PS ??

It's a prop, not a useable weapon  ;)
Title: Re: model of a soldier - a work in progress thread
Post by: Gui Brazil on November 13, 2007, 04:01:57 PM
Quote from: B1nArY_001 on November 13, 2007, 03:47:44 PM
Quote from: neth on November 13, 2007, 09:33:25 AM
Gui you did it for PS ??

It's a prop, not a useable weapon  ;)

Yea you won't have an old looking WW2 merc. :P
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 13, 2007, 04:44:00 PM
yeah it seemed odd to put that gun in lol .

but i re-read the post you made and i will eventually weld all them parts that have no purpose , i work as hard and fast as i can and am used to pumping out renders , so its kinda but not quite finished . zedblade remembers that phrase lol .
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 14, 2007, 06:26:22 PM
did some tweaking and a mterial test on the low poly (only the diffuse materials have any bump , and not alot at all

this is in no way even close to a finished render , still have a whole 'nother model to start and finsih .

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Fsoldiermat.jpg&hash=7dbd41e5df7366e88ecc2805e0958b2cebd9b7a6)

Title: Re: model of a soldier - a work in progress thread
Post by: Succubus Dryad Of The Undying Comet on November 14, 2007, 08:20:13 PM
looks like CS 1.2
Title: Re: model of a soldier - a work in progress thread
Post by: Farley4Fan on November 14, 2007, 11:20:25 PM
Yes ^ lol
Title: Re: model of a soldier - a work in progress thread
Post by: Westfall on November 15, 2007, 03:40:48 AM
Your model of a soldier makes me feel like its not only CS 1.2, but CS 1.2 with the Crash Test Dummies.
Title: Re: model of a soldier - a work in progress thread
Post by: InvisibleMan999 on November 15, 2007, 01:12:18 PM
Quote from: Westfall-US on November 15, 2007, 03:40:48 AM
Your model of a soldier makes me feel like its not only CS 1.2, but CS 1.2 with the Crash Test Dummies.

lol, so true.
Title: Re: model of a soldier - a work in progress thread
Post by: Succubus Dryad Of The Undying Comet on November 15, 2007, 01:27:16 PM
Yes. Crash Test Dummies....
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 15, 2007, 01:42:20 PM
well technically its not a model yet .

these arent the textures that will be used , and i still have to clone and rebuild another version for normal mapping .

i could make the merc look like cs with muscles , but you guys dont have artistic vision so youd still see it as merc lol .
Title: Re: model of a soldier - a work in progress thread
Post by: Gui Brazil on November 15, 2007, 02:07:32 PM
wait, that's the HIGH POLY!?

You're still going to add lots of detail or even zbrush it, right?
Title: Re: model of a soldier - a work in progress thread
Post by: Tidenburg on November 15, 2007, 04:44:05 PM
Tip, don't say other people don't have artistic vision when you just posted a manikin trying to sell it off as a man.
Title: Re: model of a soldier - a work in progress thread
Post by: B1nArY_001 on November 15, 2007, 05:55:20 PM
Word of advice, create the high poly version for normal mapping first. Making the low detail model first is quite ass-backwards for quite a few reasons. You're just creating more work for yourself. Your real-time model should be wrapped around the normals version so that you can ensure the real-time mesh has the appropriate geometry to support the normals map details. Also, it makes it way easier to optimize your real-time mesh when done this way.

Creating a base model, saving a copy of it for a starting point of the low poly after you complete the normals version can work but the amount of detail modeled into this one is a bit much. You can save yourself a lot of work by just using a generic male humanoid as the starting point.

Also, not to beat a dead horse here but your hands need TONS of work. Hands are a pain in the ass though so don't be surprised if you spend a good amount of time getting them right.
Title: Re: model of a soldier - a work in progress thread
Post by: Tidenburg on November 15, 2007, 06:11:22 PM
QuoteAlso, not to beat a dead horse here but your hands need TONS of work. Hands are a pain in the ass though
*resists urge to make sexual joke*
Title: Re: model of a soldier - a work in progress thread
Post by: Westfall on November 15, 2007, 07:50:21 PM
Quote from: reason3d on November 15, 2007, 01:42:20 PM
well technically its not a model yet .

these arent the textures that will be used , and i still have to clone and rebuild another version for normal mapping .

i could make the merc look like cs with muscles , but you guys dont have artistic vision so youd still see it as merc lol .
[/quote

Don't have artistic vision? You should know who you're talking to about art before you make such a bold claim. Your soldier model...looks like....the crash test dummies. In my eyes, you are so far from professional quality. Amateur at best.
Title: Re: model of a soldier - a work in progress thread
Post by: Tidenburg on November 15, 2007, 11:55:54 PM
^ See my first post on this page  ;)
Title: Re: model of a soldier - a work in progress thread
Post by: Farley4Fan on November 16, 2007, 06:42:01 AM
Lol that made me lmfao tidenburg.
Title: Re: model of a soldier - a work in progress thread
Post by: Westfall on November 16, 2007, 07:01:49 AM
Quote from: Tidenburg on November 15, 2007, 11:55:54 PM
^ See my first post on this page  ;)

indeed.
Title: Re: model of a soldier - a work in progress thread
Post by: reason3d on November 17, 2007, 09:00:21 PM
lol you take the man so serious ... no artistic vision means you all play plinter cell for thousands of hours and have been brainwashed .. sort of like the "you know you played too much plinter cell when ... " thread .

if this doesnt apply to you then go fuck yourself haha . lol jk

no seriously , if goodkebab is correct which im realizing he probly is , i have to spend over a hundred hours to make this model complete . total i spent like 3 , and i was playing insurgency for a good bit too .

amateur , possibly , i dotn work s a modeler so i guesss youre right , lol

I LOVE BEING AN AMATEURRRRR , MERRY XMAS EVERYONE , I LOVE AMATEURS .
Title: Re: model of a soldier - a work in progress thread
Post by: MulleDK19 on December 10, 2007, 11:01:52 AM
Wierd... 'cause in a lot of other forums you state that you're professional, and only using the best 3d techniques, and only high poly / high quality models, which this is not -.-

Also.. I saw that solider model of yours on another forum, where you stated that it was finished, and just needed skinning...

So how did 8% suddenly go to 100%?
Title: Re: model of a soldier - a work in progress thread
Post by: Bionic-Blob on December 10, 2007, 12:31:11 PM
Quote from: MulleDK13 on December 10, 2007, 11:01:52 AM
Wierd... 'cause in a lot of other forums you state that you're professional, and only using the best 3d techniques, and only high poly / high quality models, which this is not -.-

Also.. I saw that solider model of yours on another forum, where you stated that it was finished, and just needed skinning...

So how did 8% suddenly go to 100%?


owned
Title: Re: model of a soldier - a work in progress thread
Post by: MulleDK19 on December 10, 2007, 12:59:14 PM
Something else I don't understand is, how you can make a model like this, when you have 6 years of experience?

The image below was made by a guy with 4 years of experience...

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.3dmaxer.dk%2F3dmaxer%2Ftud.jpg&hash=4bc0944c30fd346371acd13b7f42f22f0a558952)

Or even just 1.5 years:

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.3dmaxer.dk%2F3dmaxer%2Fnight.jpg&hash=807721924513d6dd87d6c0b884921b892f422a4b)
Title: Re: model of a soldier - a work in progress thread
Post by: Bionic-Blob on December 10, 2007, 01:12:16 PM
maybe they're more artistic?
Title: Re: model of a soldier - a work in progress thread
Post by: MulleDK19 on December 10, 2007, 03:47:04 PM
But still... compare!
Title: Re: model of a soldier - a work in progress thread
Post by: Gui Brazil on December 10, 2007, 04:07:09 PM
Well mulledk, I'm about to complete 1 year doing 3d and I can tell you that I can't create that either. Maybe I'm not all THAT artistic, maybe I suck at human's anatomy, maybe I just plain suck, haha. So I had a look at this Kenneth Weide profile on CGTalk and it says he has BEEN REGISTERED there for 1.5 year, not that he has been working with CG for that period of time. Still fucking awesome work.
Title: Re: model of a soldier - a work in progress thread
Post by: Zedblade on December 10, 2007, 09:56:09 PM
He doesn't have 6 years of experience working professionally. He has 6 years of experience being a egotistical douche bag who only models half-assed guns. Thats why.
Title: Re: model of a soldier - a work in progress thread
Post by: neth on December 10, 2007, 10:07:34 PM
Reason hasnt been active for over 20 days. Funny how suddenly hatred can explode
Title: Re: model of a soldier - a work in progress thread
Post by: Zedblade on December 10, 2007, 11:35:14 PM
Quote from: neth on December 10, 2007, 10:07:34 PM
Reason hasnt been active for over 20 days. Funny how suddenly hatred can explode

I've known dimz (aka: reason3d) for over 2 years and I can tell you that my hatred for him has never stopped, it's just constant. It doesn't need to 'explode' becuase it's already there.
Title: Re: model of a soldier - a work in progress thread
Post by: silence on December 11, 2007, 11:27:07 AM


get rid of the poles , add turbosmooth and load it into zbrush and start brushing.

takes ofcourse practice , but you will be alot better off.
Title: Re: model of a soldier - a work in progress thread
Post by: MulleDK19 on December 11, 2007, 12:48:29 PM
Quote from: Gui Brazil on December 10, 2007, 04:07:09 PM
Well mulledk, I'm about to complete 1 year doing 3d and I can tell you that I can't create that either.

Of course it depends on how hard you work on learning, etc. but... after 6 (SIX FUCKING YEARS) of experience, I think you would expect a little more -.-
Title: Re: model of a soldier - a work in progress thread
Post by: goodkebab on December 11, 2007, 01:28:27 PM
character modelling has everything to do with drawing skills and not actually software knowledge.

I have 7 years experience with 3d software,  but much more then that with drawing/painting.
Title: Re: model of a soldier - a work in progress thread
Post by: MulleDK19 on December 11, 2007, 05:19:41 PM
Yes, but still -.-
Title: Re: model of a soldier - a work in progress thread
Post by: Westfall on December 12, 2007, 06:53:08 AM
Quote from: Zedblade on December 10, 2007, 11:35:14 PM
Quote from: neth on December 10, 2007, 10:07:34 PM
Reason hasnt been active for over 20 days. Funny how suddenly hatred can explode

I've known dimz (aka: reason3d) for over 2 years and I can tell you that my hatred for him has never stopped, it's just constant. It doesn't need to 'explode' becuase it's already there.

Wasn't he thankful for your input in some previous posts? It seemed like he praised you here. ROFL
Title: Re: model of a soldier - a work in progress thread
Post by: Gawain on December 12, 2007, 02:47:49 PM
omg
be thankful that he left and contribute to the sound of silence by ignoring his posts etc.
Title: Re: model of a soldier - a work in progress thread
Post by: frvge on December 12, 2007, 06:31:39 PM
This thread should have died a long time ago.