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Finally Found My First Model's Identity, Swat Model For sale someday..hopefully

by Scott Wilson · 03/05/2009 (3:36 am) · 16 comments

Finally found my first model's identity. Turn's out he decided to be some what of a swat influenced dude =p.

I kept losing interest in my modeling because I didn't know where I wanted to go with my first character. I decided I wanted a character that many people could get a use out of. So a Swat influenced guy with a bullet proof vest on and army influenced cargo pants is how he's turning out.

And here's a list of his accessories I'm hoping to get done soon.

Knife -nice and beefy (think a tad under Rambo Style) probably gonna be on vest resident evil style
Helmet -the famous black kevlar helm perhaps
Hand Gun -I'm leaning towards the fav. a 9MM Beretta w/leg holster
Riot Shield -basic model is done, texturing needs done
Baton- it's a club nothing more needs to be said lol
Rifle/Machine Gun- Undecided on type so far
Radio- think resident evil style, will connect on back of belt, but detachable (mount point, or just animation hmm?)
Ammo Pouches- will be on main character undecided on vest or belt as of yet
Drag Strap- thinking about throwing a drag strap on the vest with intentions of making a mount point there so you could drag your buddies

Anyways I'm hoping to put this guy up for sale if I ever get him finished if people are interested in him.

Here's some screen shots of the model without a texture in it's current state in the infamous T- Pose.

Second Edit picture now show model after more comments:
i280.photobucket.com/albums/kk168/scott_and_esther/SwatRework.jpg
i280.photobucket.com/albums/kk168/scott_and_esther/SwatSide.jpg
i280.photobucket.com/albums/kk168/scott_and_esther/SwatRetouchTop.jpg

Let me know what you think and thanks in advance.

#1
03/05/2009 (3:53 am)
Are his legs a bit short and body slightly long? Maybe move the knee up slightly and extend the calf, shorten the stomach a bit...

I'm tall, slim/medium build so when measuring body parts against one another I use myself. :)

I've found a few "issues" with using the T-pose and animating recently, and think next time I model I'll build in some bends at shoulder and elbow joints - though at the moment all my meshes and animations are derived from the T-pose so I'm sticking with it until I make a full new armature.

Maybe like Maxim makes them in these screenshots www.garagegames.com/community/forums/viewthread/74301.

Nothing wrong with learning from people who know better myself!
#3
03/05/2009 (5:27 am)
@ Steve I've retouched the model.
@ Max thanks man but no need I'm doing fine on my own. Not to mention I'm using blender 3d which is free, where as I'm willing to bet your models are max or maya.
#4
03/05/2009 (9:01 am)
wow your using blender for that what a pain. :P now the knee's looks messed up the vest looks allot better then it did be for though. :P
#5
03/05/2009 (10:19 am)
no matter what r u using,polygons are polygons in any poly modeling programm :))) just proportions and good polyflow, also sihluette is important
#6
03/05/2009 (10:38 am)
On a personal bias, Blender is a great app! There's something about the waist and the thighs that just don't look right to me. Can't explain it though -- I think you're making a good start, just keep plugging away at it.
#7
03/05/2009 (11:14 am)
I think it'll look better to you when it's textured. I do appreciate the feedback as it did make my model better from Steve's comment.

What I meant about the texture helping is that he has a belt on, but it's hard to see it without the difference in color and without ammo pouches, and radio attached. With it all being one simple color right now it all blends together.
#8
03/05/2009 (1:52 pm)
@Michael - yeah, Blender's great, just a funny interface.

@Scott - yep, that looks better. You might also consider using a photo reference in your grid - even if it's just of you feeling like a bit daft and stood in the pose for checking proportions. View -> Background image on the toolbar to load up a pic.

Also, Maxim's models are in OBJ format, which imports into Blender no problem ('cos I just tried it), just give it a little rotate.
#9
03/05/2009 (5:36 pm)
Use this to check your proportions

www.indiegameartist.com/site/images/stories/human01.jpg
#10
03/05/2009 (7:13 pm)
@Steve I have used references that's one of the first things I learned how to do with Blender.

i280.photobucket.com/albums/kk168/scott_and_esther/Reference.jpg

@James I prefer the da Vinci's Vitruvian Man for proportions.

I probably could check my proportions again though, since I've reworked areas of the mesh over the creation of it.
#11
03/05/2009 (7:56 pm)
@James it's nice to have yet another proportion reference though thanks. Any chance you could link where you've obtained that from?
#12
03/05/2009 (10:09 pm)
Reworked the model some more screen shot now reflect this.
#13
03/05/2009 (10:14 pm)
I do appreciate the feed back even if I come off a little rough about it at times. So Steve, James, whoever give her another crack if you don't mind and let me know what you think of it once again.
#14
03/06/2009 (12:31 am)
Quote:give her another crack if you don't mind and let me know what you think of it...
Ah dude, that doesn't look like a her ;)

Just kidding. It's looking good. I guess it was the protective gear that was throwing off my sense of proportion earlier. The vest and the belt looks a bit more pronounced, so the scale of the thighs opposed to the waist looks good now.
#15
03/06/2009 (1:49 am)
Thanks Michael. Yeah I reworked the legs some, giving them a little more length which seems to have evened out the torso.

Even though it's tough getting criticism sometime others can help you take another look and give you a fresh opinion of it.

Thanks again to all and of course I'm always open for more opinions.
#16
03/19/2009 (7:22 pm)
I've recently been rechecking proportions and found this which helps clear somethings up with the Vitruian Man propotions.