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Delta Force - Somalia 1993 - WIP

marze
polycounter lvl 17
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marze polycounter lvl 17
Hello My first post here.
I needed a character to be used in order to improve my abilities in the animations. So I deepen the realization of texture by hand and experienced with the normal map that I have never used before and that at the beginnig I haven't thought to employ. I didn't think that the normal map were so powerful and I realized some things that could also be
eliminated (for example, straps on the leg). I have generated them without making the high poly model, but through the NVIDIA plugin. I wanted to try to organize my textures so that I can use the same model in other ways, re-making the less possible.
Your comments are appreciated.

Status: In progress
Polycount: 2850 Polygons (5191 Triangles)
Texture Size - Head 512x512, Body 1024x1024, Accessories 512x512

DeltaForce_01.jpg
http://picasaweb.google.com/lh/photo/aWJjadKmLCGEuZFvIz4nMQ?feat=directlink

Replies

  • Jay Evans
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    Jay Evans polycounter lvl 18
    Cool welcome to Polycount. Good start on your Delta force guy. I’ve built similar dudes to this so I figured I’d give some feedback. It looks like you understand what you are doing technically and you are on your way to making game quality stuff. That being said, there are many places to improve this model.

    -hands, face, and crotch area need some work, but you can get info on that anywhere on this forum.

    -soldiers need lots of dirt and disorder. He is very clean and well arranged. I’d add more dirt dust and grime. Then start grabbing verts and moving them around. Packs across the front should not be in a perfect line. You can alter the shape of them slightly as well. Grab all the straps around the legs and just move them slightly. Even the kneepads, it’s almost impossible in real life to keep two kneepads in the exact same position. Same goes for his collar.

    -helmet and goggles, I think they could be slightly larger.

    -pay attention to reference. Your clips, pockets, and straps, and gear could be made to look a bit more like their real life counterparts.

    -where his pants tuck into his boots, use some more polys and really show the big deep wrinkles that form here.

    -Kneepads. I like to leave the plastic cups separate since they don’t really deform the same as a soft material.

    anyway, thats a few things that jump out at me, have fun and good luck smile.gif
  • almighty_gir
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    almighty_gir ngon master
    watch blackhawk down, over and over and over and over...
  • Por@szek
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    Por@szek polycounter lvl 18
    Looks pretty smile.gif
    I like the details on his cloth. Imo U should play more with specular. And actual cod4 trailers are pretty good referencies too.
    Keep it up.
  • marze
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    marze polycounter lvl 17
    Thanks for comments.
    Jay Evans --> OK, disorder and dirt. The checked my reference and seems helmet was right but goggles too small.
    Also, in the real life, most soldier normally use only 1 kneepads. I Think that i must increase my poly budget... frown.gif
  • JoeinNC
    ahhh I remember when i wore the uniform....
    I miss it *sigh*
  • 3D-j
    Instead of having to paint in the dirt and what not. Have you tried making a dirt map for the character so that you could apply it through a layered texture? The other question is, do you use max or maya?
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