Primal Discord's Ranger Model

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Scottc

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What's up everyone. I'm back here to show off what we have done on our Ranger player model so far. Modeled by the talented Mantegra it is around 80% complete in these images (Currently it is fully modeled and 70% skinned, no renders yet).

rangertestrender1.jpg

rangertestrender2.jpg

rangertestrender3.jpg


Thats about it for now, we could always use some idlers in our channel at #pdiscord on irc.gamesnet.net and make sure to stop by and chat it up in our forums !
 
Very nice! Thats the kind of detail the faces should be at *hint hint* ;) :p
 
lmfao, looks way to high polgon for hl2 even. This isn't doom3 m8. The face looks good but the body isn;t so good. I would love to laugh at the triangle count.
 
The finished model, unoptimized count is 6500. And you have to remember the LOD system. We are making 3 versions, High End Middle and Low End. go laff :)

*this here is the high end.
 
well tbh I think that model is 6500 squares. Not triangles. The surface is just to smooth. The face would take up about 3000. Maybe I am wrong. Its proberly just well done. But I don't like it. Maybe its because it hasn;t got a skin. But its just smooth. There is no attention to detail. You could proberly make the model so much lower polgon by making it a bit more jagid that would not even be noticed in hl2 since it can handle that thing, shit i forgot whats its called. its kinda like a urrrr. It makes faces look smooth when they are actually jagid. U get my picture :p
 
"70% skinned"
be sure to post here when you have it fully skinned, i would like to see it :)
 
looks smashiiing :)
good jon, but as ichi says..it looks waaay too smoth...

anyway, gj...deh looking good..keep it up! :)
 
Our modeler loves to use something called smoothshading, I can get a "jagid" or Flat-Shaded render if you really must have it :p But if the head crabs are 3500, and the player models are 7000 each I think HL2 can handle this. Its unoptimized, by the time he is done with it it should drop below 5700. My friends sucessfully got a player model into HL1 that was around 4500 I believe, and it didn't crash and not much of a slow down accured in gameplay, if that was HL1 I would like to see what HL2 can handle. also note, this is just a test, no one really knows what the engine can handle, we will play around with things using this subject as our gueni pig and tone the model down until we get it perfect :)
 
Originally posted by IchI
its kinda like a urrrr. It makes faces look smooth when they are actually jagid. U get my picture :p

You're thinking of normal mapping if I'm not mistaken. I've only played with it a little bit on my player model, but I think we'll all be able to do some pretty cool stuff with it.
 
Very nice. When I looked at it, something said to me two. As in two different art styles. Maybe its just me but it looks sort of like someone modeled the head and someone different model the body?

good work.
 
He's very fat, widthwise, and the legs are too short. There are some other proportional errors too. Also, is that 6500 triangles or 6500 polygons?
 
ifpossible, can i c a wireframe of the head. im ery very interested in this model. its amazin. btw iv followed ur mod through UT2003, and it always looked good, hope to c it really flourish using HL2.
 
The modelers computer broke, and is at the shop, hence why we don't have any other renders :eek:

When he gets it back ill be posting the skinned version and wireframe for you all. Thanks to all of those who replied :)
 
WOW! That's really good. It looks awesome even without textures. The only thing I don't like is the way toe boots look on the front and rear views. They should be more like in the side view and not get wider at the top. Makes me wish for a bolt on system like in SOF2, so all the ammo packs, helmet and other stuff attached to the model could be optional.
I can't hardly wait to find out what skinning for HL2 will be like.
 
i just thought, can u normal map the creases in the clothing. that wud look really cool. i spose u can. aniways, looks amazing, cant wait for the wireframe.
 
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