Hi everyone, long time no post... still intimidated I guess. This is the hi poly for a marine in a game I'm working on. It's final for the most part, but I would still love to hear thoughts and suggestions so that I might apply it to future work.
Thanks
Ben Eoff
Replies
However the armour design seems boring... there's nothing new or interesting there ... it looks like a facsimile of the Doom3/Quake4 style normal map armour.
The upper chest area in particular seems very plain and uninteresting.
The mesh looks pretty well made, although you might do well to separate more sections out into different meshes. Might make it easier to work with - but it's up to you.
The cloth folds could do with some work, they're not as defined or appropriately directional as they could be.
Also the leg and arm armour segments seem kinda random and not really "designed".
In general I think "technically" you're doing well, you seem to have good mesh control and understanding, but the design really needs work. The silhouette is incredibly generic, and the armour design really isn't very coherent.
Good luck with the game, and keep on practising and working on those skills!
lol
On the design. It is a very generic sillouette, which is what you will always find on characters where the design criteria reads something like "almost like a wetsuit, but with these kevlar like pieces imbedded in it... very form fitting and flexible, needs to cover as much area as possible." Now this is of course not the first design I did for this guy, nor is it the first model (god that was horrid), but this is the one where the lead designer said "that's it, get started." The basic premise is that this is 600 years in the future, this faction is a no frills type, functionality over "cool." As such I had to keep rethinking how I would design something and cut out all the "cool" bits (granted they were probably still unoriginal and boring). Alas, this is what we end up with, something where every single piece has a place in the design doc, a function, and I don't think it is anywhere near being "bad." But it's not groundbreaking design or something you may have not seen before, which imo isn't something I've seen anyone do in a long time. Also, it's not a personal work either, so it isn't really expressive in any way. Do you see people posting there basketball player models in here for EA? Probably not.
Sorry for the arbitrary drivel. And if this sounds like I'm defending myself too much, sorry for that as well, just trying to put it in context.
However I'm a strong believer that you can make even plain ideas look interesting with a bit of thought.
For example, you said this was 600 years in the future ... if you consider how far the design and construction of body armour has come in the past 100 years from WW1 up to modern combat body armour, I would expect the next 600 years to demonstrate some revolutionary techniques and ideas that might considerably change the appearance of body armour.
Similarly you can take ideas from historical armour but use modern/futuristic materials to put it together. Either way it will create something that seems plausible but still interesting.
Basically my main complaint about this guy is that the armour padding is placed in what seems like an entirely random manner. There's no cohesiveness to the way the arm or leg pads are shaped or placed. In 600 years of futuristic armour development I'd expect people would come up with innovative ways that the panels slot together or interesting designs that are reflected across the whole suit.
Just some thoughts
the execution on the model looks really nice!
The edges arent very hard on the armor, making it all look a tad soft. I work in some smaller details to make it more interesting.
Otherwise it's very clean and the proportions look good, the suit needs a few changes but looks well made.
However I would imagine that in 600 years in the future hopefully we will have discovered how to project forcefields or wear some crazy plasma suits that absorb kinetic energy... but hey its up to you !
maybe adding accessories, like ammo, knives, grenades, all that stuff that will give a story to your character. The design should reflect what your character has been through, his job (space marine, space miner, deep sea diver, etc).
a weapon can help a little too IMO
you have some void areas on the design ( upper chest, elbows, backpack) add some (logical) stuff there to make everything flow a bit better
also the big bland parts look like they could be some kind of rubber/soft kevlar stuff, if so, maybe making some edges to make them look wider, etc
I do understand that you still want a clean design, but clean can be detailled aswell, as soon as every detail has a purpose.
keep it up man ^^