New SciFi Solider Pack. (In Game Shots)
by Thanhda Tie · 09/27/2007 (12:58 pm) · 14 comments
Hi guys, sorry for not posting this up sooner, but our company has been busy working on a few new side projects. Anyway we thought it was about time to test out how the solider guy would look like in game. So here are a few screen shots. Please give some feedback. (yes i am aware the gun on his back isnt being lite properly. and yes, the gun may be monsterly big on the back too. we may be removing it all together, or replacing it with a large and in proportion sniper rifle









Edit:
SOME MORE WITH BLOOM

























Edit:
SOME MORE WITH BLOOM
















#2
Would be interesting to see that with spec/normal maps on it in TGEA too.
09/27/2007 (1:35 pm)
Proportions look pretty good, guns a bit out, the dirt on the gun is too random I think too.Would be interesting to see that with spec/normal maps on it in TGEA too.
#3
09/27/2007 (2:02 pm)
Yeah, this is one I will be getting :) The balance between Sci-fi content packs and Fantasy content packs is still a bit lop-sided in favor of fantasy but it's getting better.
#4
One thing I may suggest is that specular levels on the gun look fine at a distance but the one shot you have close up makes it look outlined in white.
I'm referring to the 2nd and 3rd shot. The white around the edges make it looked outlined and at the same time flat. It really pops out in that shot because everything else around it is quite dark.
You may want to tweak that depending on if the guy is used in first person or third person. If the camera is always pointed on his back it will be more apparent. It may be also because the person's model is receiving shadows and the gun is not.
Hope some of that helps. It is turning out quite nice. Keep up the good work.
Hope some of that helps. It is turning out quite nice. Keep up the good work.
09/27/2007 (2:09 pm)
This is turning out to be quite nice.One thing I may suggest is that specular levels on the gun look fine at a distance but the one shot you have close up makes it look outlined in white.
I'm referring to the 2nd and 3rd shot. The white around the edges make it looked outlined and at the same time flat. It really pops out in that shot because everything else around it is quite dark.
You may want to tweak that depending on if the guy is used in first person or third person. If the camera is always pointed on his back it will be more apparent. It may be also because the person's model is receiving shadows and the gun is not.
Hope some of that helps. It is turning out quite nice. Keep up the good work.
Hope some of that helps. It is turning out quite nice. Keep up the good work.
#5
about how long did it take you to model that one? (just curious)
09/27/2007 (2:17 pm)
very nice, it really fits the setting wellabout how long did it take you to model that one? (just curious)
#6
the soldier model and textures look very nice, no room for improvement at all.
09/27/2007 (2:17 pm)
the gun over his back is too big to me. if the soldier were to stand it up on the ground, it would come to his shoulders! the other gun looks fine though. the soldier model and textures look very nice, no room for improvement at all.
#7
The model was modelled withint 3 days including texturing, just took a more time tweaking and small adjustments.
@Phil Carlisle
We may make a TGEA version of this character. but we wouldnt just slap on a normal map. Depending on the demand we may just make a high poly version with few new things and generate a proper normal mapped character for TGEA. High poly version is always made first.
.
09/27/2007 (2:24 pm)
@Ben Sparks (Warspawn) The model was modelled withint 3 days including texturing, just took a more time tweaking and small adjustments.
@Phil Carlisle
We may make a TGEA version of this character. but we wouldnt just slap on a normal map. Depending on the demand we may just make a high poly version with few new things and generate a proper normal mapped character for TGEA. High poly version is always made first.
.
#8
09/27/2007 (6:07 pm)
/buy
#9
09/28/2007 (5:50 am)
Looks nice, the guns are little off, especially that one on the back.
#10
09/28/2007 (5:51 am)
Very very nice... Like someone mentioned, fits right into the setting
#11
09/28/2007 (6:26 am)
Wow! BIG gun... ;)
#12
I recall that from quake: BFG10k
Closeup, highlights are too wide.They take too much of the area. I think they can be made more sharp and with a blending falloff in the shadows part.
09/28/2007 (12:34 pm)
BIG GUN!!!!I recall that from quake: BFG10k
Closeup, highlights are too wide.They take too much of the area. I think they can be made more sharp and with a blending falloff in the shadows part.
#13
Just wondering as it looks like you've used own made weapons(correct?).
09/28/2007 (3:08 pm)
How's it scale with the "Jane pack" and the "weaponMod packs"?Just wondering as it looks like you've used own made weapons(correct?).
#14
01/20/2008 (2:54 pm)
i like this model, its really atmospheric, and i also love the buildings and level. all goes really well together, nice one. 
Torque Owner Barry Gallagher