This character is 4500 polys w/o the handguns, 5100 with the guns. 1 1024x1024 texture map. I want to import it into source engine and see how it looks under the real time environment however I'm not too familiar with source engine so if anyone knows any tutorials please let me know.
Any C&C will be greatly appreciated.
Thanks
Replies
Ahaha... I know it does not look like the soldier from todays era but when I build it I was aiming for something that's looks like a modern soldier but in a more unique style of armor, guess I failed
again thx for viewing and keep the c&cs coming
Another thing that throws me off is the grooves on his chest armour. The ones that are going diagonally from the side of the pecs toward his crotch really seem out of place and a bit crooked. Lastly on the texture, the whole thing seems rather greyscale. The face is the only part with any real color. Saturate the clothes a bit more, and maybe try to throw in a few tones.
Overall, its really quite good. Just a few small easy to fix issues with it that I didnt like.
Other than that, its a nice, clean model. I think a normal map could work wonders with that armor.
You have some urban camoflage on his legs, but nowhere else. The other elements of his design are counter-camoflage. Be consistant 1 way or the other.
You've got heavy wear on the boots & legs, but nearly none on the upper body. Whats up with that?
I was wondering about the head myself, but others have covered that extensivly.
Can you show the concept art from which you were working, or did you sorta do it on the fly?
I can see from this model that you have the technical ability to execute well, but this model falls a little short for me creativly & artistically. I would usually expect a more dramatic silhouette & design from a 4500 poly model.
Keep it up though! I see loads of promise. Try working from some strong concept art by other artists.
http://www.hawkprey.com/
is a great & popular one.
Anyway, good work & good luck!
Also, I'm not sure where you managed to stick 4500 polygons there...I can see where htey are, but many of them don't appear to be doing any shaping.
Peace
at this time the chest plates looks too close to a simple bevel and emboss filter (don't want ot be harsh here, just say what I see ) you could get a lot of detail just by adding small white dots/lines with the 1px airbrush where the light hits the plates, also if it's a military outpu, then it needs more scratches, look on google for some references on weathered metal/kevlar and fabric, add dust and all this
keep it up !
Gonna side with Rick, on the polycount just seems a little too high for the detail. So much could simply be surrendered to being shown through the texture.
Don't overwork it, just try to find out what the little extra thing might be (a bit of thinking about the character environement might help).
Show us more!
http://forums.cgsociety.org/showthread.php?t=280208