And for the record,this texture I made is not the final one to get into the game.
There`s one of my team mates working on the final multi cam version of his diffuse texture.
Man the highpolys are really great! Love all the details and time you have put into these, but the proportions look way off to me I'm afraid.
The hips look to narrow and too low, the head too large, shoulders too wide and blobby, chest too low and neck a bit short. Don't mean to tear you apart or anything, but proportions are so important and you have such great attention to detail. I recommend you really work on this for a bit first before moving on as it is so important to get that right.
Holy shit this is amazing, you even got the 550 cord tie-down on the helmet band. This is seriously impressive, you paid a lot of attention to detail. I'm in the Army myself and I can't see anything wrong that you've made. One thing you might want to do though is make a FLC that goes over the IOTV. I'm not sure if there are times that we don't use them when deployed or not because I've yet to be deployed. I don't get deployed until later this year. However, in training, if we go full battle rattle then we where the IOTV and the FLC over it.
I have to agree some amazing work but the proportions could use some work they come off very stylized. His trapezius area seems flat and his legs come off boxy and shapeless. His legs also seem short for his body. However your prop work the vest and pouches look spectacular.
Man the highpolys are really great! Love all the details and time you have put into these, but the proportions look way off to me I'm afraid.
The hips look to narrow and too low, the head too large, shoulders too wide and blobby, chest too low and neck a bit short. Don't mean to tear you apart or anything, but proportions are so important and you have such great attention to detail. I recommend you really work on this for a bit first before moving on as it is so important to get that right.
Hey ,thank you for paying a visit to here.
This is pretty much what I was hoping so really appreciate your feedback.
I will see how much I can fix
Holy shit this is amazing, you even got the 550 cord tie-down on the helmet band. This is seriously impressive, you paid a lot of attention to detail. I'm in the Army myself and I can't see anything wrong that you've made. One thing you might want to do though is make a FLC that goes over the IOTV. I'm not sure if there are times that we don't use them when deployed or not because I've yet to be deployed. I don't get deployed until later this year. However, in training, if we go full battle rattle then we where the IOTV and the FLC over it.
thanks for the comment!!
OK I will make FLC at some point for sure,appreciate your advice!!
FYI:The texture is not the one we will be using in the game.This is done by myself for my portfolio. But there`s an awesome texture guy in the team working on proper ones for the game.
did some more work on proportion.
Maybe I will add the items first and come back to this issue again later.
But you guys are right,I really really need to study character proportions properly.
Replies
hair will be changed
fast mag will be in upright position later
viewed in Maya
ligh
Need to work more on lighting...
And for the record,this texture I made is not the final one to get into the game.
There`s one of my team mates working on the final multi cam version of his diffuse texture.
The hips look to narrow and too low, the head too large, shoulders too wide and blobby, chest too low and neck a bit short. Don't mean to tear you apart or anything, but proportions are so important and you have such great attention to detail. I recommend you really work on this for a bit first before moving on as it is so important to get that right.
Here are a couple of reference images...
Hopefully I`ll start working on the items from mid August.
i changed my mind to make it a multi camouflage
Head is a bit too big i guess lol
And I`ve made him move in SDK but it has a skinweight issue or skeleton issue around forearm.
https://www.dropbox.com/s/wu1xtgp1jqs5jyq/Multi_Nemi.wmv
Twist bones goes off when transfer animation is involved.(hope it make sense (T_T )
Has anyone had a same trouble before?
This is pretty much what I was hoping so really appreciate your feedback.
I will see how much I can fix
Thanks for the comment and feedback!!
oh hey Dede!!
CryDevForum is down so I am posting my stuff here now.
I should have started posting earlier so that I could have had more crits by now
thanks for the comment!!
OK I will make FLC at some point for sure,appreciate your advice!!
did some more work on proportion.
Maybe I will add the items first and come back to this issue again later.
But you guys are right,I really really need to study character proportions properly.
Oh hi Drav!!
I`m sure it`s going to be hard for me not to think about our game during the holiday lol
My holiday plan is to make another character in 3D lol
cheers!
Regarding how to make the pattern,I used surface noise in ZB.
What you need to do for this is to unwrap the uv of what you want to have a pattern on
But I must say it`s way cleaner and easier if you do this in normal texture map later on,if you are making a game model.
haven't made much progress since the last post.
This is a watch for our fp arms.
this one is rendered in Marmiset TB so it's gonna look very different in the engine.
First time using dDo,such an amazing program!!