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Marine character

Hey guys, I am currently working on a marine type character for a crysis mod and wanted to post my WIP on here so I can get some professional crits.

The character will be one of the main characters so needs to be fairly detailed. Here is where I am so far

usMarine01.jpg

I still plan to add some asymmetrical features but was waiting until I have a more finished model. I also think I will add more detail into the boot tips unless you guys think I can get away with it.

Some questions:
Shoudl I model straps and such to show how the pouches connect or is this better to do in a texture?

When I come to sculpting, should I UV the mesh, then retop the entire model to a more quad friendly model?

I need the proportions to stay exactly how they are as they are going to be rigged to the standard crysis biped. How do you guys make sure everything stays in place when sculpting?

Thanks guys.

Replies

  • Quillisia
    I did some sculpting today and came to this. I am fairly new to zbrush so any crits please?

    marine02.jpg?t=1243563463
  • CerealDemon1
    nice to see im not the only crysis modder on here.
    What mod is this for?
    BTW dont model gear on the actual model, Model the gear extra and then add it via the Character Editor via Sandbox 2.

    If you cant,im fairly knowlegded with the character editor and i can help,ive made around 50 custom marine/nk model variants.
  • almighty_gir
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    almighty_gir ngon master
    high poly is nice. but the wrists, or maybe the entire hand, is too thin in the side view?

    also, the folds in the trousers seem a bit too busy at the moment, but that could be my personal preference. his legs, in general, could do with a bit more form/beef to them.
  • Narodnik
    Most pouches has ha fairy hidden connection point to the MOLLE straps. They tend to look wrong/worse modelled on or with too strong bump maps really, I'd say texture them on.

    On a bump map, try to cut down on pushing the whole strap out, rather focus on the outdent it gets inbetween the vertical stitches.

    I don't know if you're aware, but from the latest render the MOLLE straps looks far too thick for attachments. http://www.marinecorpstimes.com/xml/news/2008/02/marine_vest_022708/mt_bodyarmor_800_070419.JPG it's something like this you're going for right?
  • Quillisia
    I was told about the attachments after I posted my first image so I did remove them and will be doing them seperate as you suggested CerealDemon. *edit* The mod is Assassination Mod.

    Almighty. The hands should be exactly the same as the standard crysis biped as I moved a new set around them, though they might have slimmed slightly during th esmoothing. I do agreed about the legs needing some more form, he looks somewhat top heavy.

    I can remove the bump for the straps easily enough Narodnik. It is fairly hard to see in the render, but I have the texture detail in the molle straps. Should I remove that too and try and add the stitches and outdents you mentioned?

    That was the kind of vest I was going for, but I was not intending to copy one exactly. Mainly because I wanted to stick to something more simple first :P

    Thanks guys.
  • Narodnik
    http://militarymorons.com/equipment/protective.html this place is great for references on these materials.

    Personally I would perhaps bump the whole thing only the slighest bit, but make the outdenting bits between stitches noticeable from a far and not bumpmap the fabric texture, but the stitching a little.

    I'm just saying cause they tend to look way overdone, seeing how this is just a rather thin piece of fabric, but this is just nitpicking really. Go on and if theres really something that turns into a problem, I'll come back.
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