Soldier WIP

the clothing seems a bit round to me...,
but i'm tired, i'll take a look in the morning and see what strikes me then...
 
your right perhaps i should get into more detail with the clothing. although i tried to avoid that where i could because skinmapping would be quite the job. Thx for the comments
-i4D
 
Can I make some suggestions for you? ............. Good ;)

The thing that sticks out the most to me is the joint areas don't look as if they carry enough detail to keep the mesh from distorting when the limbs bend and move.

That's the thing that jumps out at me the most, that and what Stone mentioned about the clothes. Especially around where the kneepads and elbow pads are.
I also noticed the top part of the nose seems a bit wide but you said you had gotten comments on the nose already.

All in all it's good work and I would most deffinately like to see it when it's finished.
 
the muscular form is off a bit..........the lower arms are way to large and round....the chest and especailly shoulders should be broader..actaully the whole arm is to large and rounded.

the upper chest should protrude a little bit more

just my constructive opinions.....l
 
2742 tirangles? Do you plan on having lots of this guy on screen at once or is that an LOD version of the soldier?

We target between 3000 polygons (i.e.: HEADCRABS) and 7500 polygons (i.e. Alyx, the Gman) for characters and monsters.
Your character currently has less triangles than a headcrab according to Valve... feel free to more than double the polycount.
 
just becuase you can use more polys doesn't mean you should, if the shape is right let the skin add the detail, it'll help with gameply and just overall make things run smooth, not to mention it will give him the option for more characters on screen or more level detail, or more effects. I like this character man, maybe it doesn't need any more polys
 
I didn't say he should increase the polycount even if he already has what he wants... I merely stated that the budget for character models is more than twice what he is currently using and that he can put more detail into it without worrying about the polycount being too high.

... and some things can't be done by a skin alone and really make the model look better:
The shape of the clothes is too simple where some bunching should occur.
Hat should be more rounded.
Feet could use more detail.
Face may need to be reworked to allow better facial animations.
Lips could use a few more polygons so they appear more rounded from the side during close-ups.
Nose was already mentioned.
Backpack could be more rounded.
Hands look a little blocky.

I think the model as a whole is great but it just needs a bit more work.
I particularly like the use of knee/elbow pads to help disguise deformations in the arms and legs when they bend.

EDIT: Save a copy of the model as it is to use as a LOD model if you do decide to increase the polycount...
 
Newton: The knees and elbows only lack detail on the inside of the bend so the deforming is clean.

crabcakes66: the green part of the model signifies clothing. If you under exaggerate a low poly model then it may seem awkward from a far distance. Also you generally are not supposed to model folds of clothing in a low poly model pretty much since a skin can accomplish a similar result. Also because skinmeshing him would take ages.

OCybrManO: I do plan on upping the polycount slightly but i dont plan on passing 4000. like Innervision961 mentioned, you dont need to use all the polygons just because the option is there. You are right about the 7500 polcount for characters but valve specifically mentioned that those were for characters u wont see a lot of at one time. Also this would be for a multiplay mod. I will rework the areas you mentioned.

nw909: he is not a headcrab

Thx for the comments.
-i4D
 
Also if you look you can see that he already has plenty of detail as far as pockets and pads and the back pak etc. You don't want to throw so much crap on this guy that he won't be able to move quick, plus there is such a thing as to much I'm thinking this guy is infantry and he wants to stay lite
 
Back
Top