Promised Land - Character Model

waedoe

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hey guys this is my first character model ever, ive been messing around with tuts and finally had the nerve to try it out i think its going pretty good so far. right now im just roughing things out and no the hands arent final there just place holders for now. :cheers: crits please.
 

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ya that is looking very good for a first time character model

-merc
 
yes it looks pretty good to me, but the neck thingie looks a bit silly imo. Shouldnt it fold down a bit(if you aint adding it later)?
 
Looks GREAT! Can't wait to see the final compile. Nice collar.
 
looks nice for a first model, but loose the smoothing groups. All of them. Finish the model, then use selective/differential groups on diffrent aeras to blend and emphazize them, don't select the hole model and assign 1 group to it.
 
OMG wheres his head! you killed hiM! oh i see. the headless soldiers. good way of making an undead war mod, nice one.

j/k
 
last update for the night

i added some pouches and straps.
 

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keeps getting better and better! good job waedoe!

-merc
 
looking good mate, i've never been brave enough to try a character model :$
 
It defiantly looks a good start – very nice concept sketch too – did you do it or was it another artist?
 
SillyBilly said:
It defiantly looks a good start – very nice concept sketch too – did you do it or was it another artist?

it was another artist, hes very very talented. :smoking:
 
Update its about 3500 tris right now, im going to completely redo the hands i really am not happe with them im adding the satchels and little baggies, grenades and such to hte out fit, my goal is about 5000 polies.

65.jpg
 
It looks good so far. I just have a few crits from an artist's perspective.

1) If you look at your own arm, you'll see that the center of the wrist should line up with the center of the elbow joint (or pretty close to it). In your model, the center of the wrist is too high.

2) A real human's feet are narrower at the heal (the same width as the ankle) than they are at the toes. Your model appears to have feet that are the same width at the heal and the toes. This difference is less pronounced with shoes on, but even they are generally slightly wider at the toes. They should be widest where the characters toes would start. There shooes are also generally narrowest where the arch of the foot would be. Look at some real shoes to get an idea of what shape they should be. Also, the boots don't look big enough for the characters height (this might just be because of the viewing angles of the pics you posted). To correctly proportion the feet, first make sure that the distance from the rear of the heal to the tip of the toes (this is the actual foot, not the boot) is the same as the distance from the elbow to the begining of the palm. The foot should be a little less than 1/3 as wide as it is long. Then imagine how big the boot would be around a foot that size and you should have proper proportions.

Also, it might be a good idea to keep a place holder on your model for where the top of the head is. So you can make sure that the character is between 7 and 1/2 to 8 heads tall. Sorry to waste a post if you already know how to proportion a human, but I figured I'd write down some stuff just in case, since it's your first time with a character model and that's one thing many people have trouble with.
 
Cyanide said:
It looks good so far. I just have a few crits from an artist's perspective.

1) If you look at your own arm, you'll see that the center of the wrist should line up with the center of the elbow joint (or pretty close to it). In your model, the center of the wrist is too high.

2) A real human's feet are narrower at the heal (the same width as the ankle) than they are at the toes. Your model appears to have feet that are the same width at the heal and the toes. This difference is less pronounced with shoes on, but even they are generally slightly wider at the toes. They should be widest where the characters toes would start. There shooes are also generally narrowest where the arch of the foot would be. Look at some real shoes to get an idea of what shape they should be. Also, the boots don't look big enough for the characters height (this might just be because of the viewing angles of the pics you posted). To correctly proportion the feet, first make sure that the distance from the rear of the heal to the tip of the toes (this is the actual foot, not the boot) is the same as the distance from the elbow to the begining of the palm. The foot should be a little less than 1/3 as wide as it is long. Then imagine how big the boot would be around a foot that size and you should have proper proportions.

Also, it might be a good idea to keep a place holder on your model for where the top of the head is. So you can make sure that the character is between 7 and 1/2 to 8 heads tall. Sorry to waste a post if you already know how to proportion a human, but I figured I'd write down some stuff just in case, since it's your first time with a character model and that's one thing many people have trouble with.

thank you, i know nothing about the human structure lol so this will really help out.
 
ok heres the head im working on i hope to have the character model finished by tomarrow.

head 1.jpg

head 2.jpg

head 3.jpg
 
hi waedoe , liking the work alot looking forward to the mod :D :D :D
 
lil update hes almost done, roughly 6400 polies, hey also does any one know the poly counts on the combine and city 17 guys cause im dieing to know what those poly counts are.
 

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Looks pretty good. The arms look a lot better with the hands now in the correct position. I think the heals are a bit too narrow though. Make those wider and the front of the boot a little narrower. The difference in width is too pronounced in your model.

Here are some images of real military combat boots. They show a perspective view as well as a view of the sole. Try matching the sole of your model's boots to the proportions of these real boots.

Boot pics


I'm not sure how many polys the combine soldiers in HL2 have. The HL2 mod FAQ says that things like headcrabs have about 3,000 polygons and characters like Alyx and the Gman have about 7500. I don't know anything about the gameplay of your mod. But if you're planning a 32 player game that will force people to work in squads (which often puts many characters on screen at once) you are either going to have to sacrafice detail in your maps, vehicles, or weapons to realisticly put between 20 and 30 6800 polygon characters on the screen at the same time. That is if you're at all concerned about low to mid range systems. Higher end computers could probably handle that at a reasonable detail level.
 
i am very impressed waedoe, nice job. theres still some things that need work, like the hands and the arms generally. try rotating, twisting and make the verts more eratic on his shirt sleeves. it can look quite messy in normal renders, because skins tend to cover that up i also think it would help if the rolled up material was smooth, rather than having 3 sections.
 
see the reason i really dont care how may polies alyx and gman have because there isnt 20 of them running around on the screen to create lag, the combine and city 17 fellows how ever are.
 
if i remember correctly, theyre around 5k, but even so, theyre still AI controlled in single-player. i think 4-5k would do just nicely for a MP mod. high poly CS models are about 2.5-3k. then again, you do have more detailed scenery to render as well. i duno, we cant know until the game is released.
 
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