Lockdown Soldier Concept
by Taylor Wiebe · 07/23/2009 (7:13 pm) · 6 comments
Hey Everyone,
Over the past few days I have been thinking about what the soldiers should look like in Lockdown. So I made some sketches and decided to model it in 3D to see what would turn out like. At the moment I only have the base model done for the body of the soldier so there are no pictures of that. However I do have a concept model done for the soldier's head. I still need to play with the texture to get it looking right in some spots (the texture is stretched in areas), but overall I am fairly happy with the outcome of the model.






Once the body is done I will get the head attached to it and then I will post some pictures of it.
Over the past few days I have been thinking about what the soldiers should look like in Lockdown. So I made some sketches and decided to model it in 3D to see what would turn out like. At the moment I only have the base model done for the body of the soldier so there are no pictures of that. However I do have a concept model done for the soldier's head. I still need to play with the texture to get it looking right in some spots (the texture is stretched in areas), but overall I am fairly happy with the outcome of the model.






Once the body is done I will get the head attached to it and then I will post some pictures of it.
About the author
#2
07/23/2009 (8:21 pm)
Thats a really dense mesh, I agree with Steve you should optimize that alot more, with the direction ure going you will have a low detail 100000 poly charactor mesh which is not a good thing.
#3
07/23/2009 (9:50 pm)
is high poly model for normal map! :b
#4
07/24/2009 (7:21 am)
Yes, I agree that I do need to lower the poly count. I like to see what it will look like as I model, so I try to put lots of the detail in at the modeling stage (I suppose I get that from creating 3D images where it really didn't matter how high poly the image was, that is of course if you don't mind waiting for something to render). Although since this isn't the final product or anything it isn't going to be that bad to go back and make it low poly, there are some thing I would still like to change with it.
#5
You can create a higher version later and normal map the low poly one.
I understand the temptation to start of high, but resist it and start low.
07/24/2009 (8:31 am)
Like the others have said you need to flesh out your model as low as possible.You can create a higher version later and normal map the low poly one.
I understand the temptation to start of high, but resist it and start low.
#6
nah most of that work flow has for the most part gone out the window. Most of the time you model a base mesh and then take it to something like mudbox or zbrush. "or blender or modo for that matter" and then detail the hell out of it take it as far as you system will go. Zbrush get a little weird at about 11-12 million polys not sure about blender though. Sometime you can resort to breaking the thing up to get around this. I have seem ones that are close to 100 million polys combined but they have the model all separated in to pieces of about 11 million or so.
anyway once you have you uber high resolution mes you can use it to re-topo and then get some geometry and more closely matches you high resolution model. Then use that with something like Xnormal for the bake. But almost no one tries to go back and match the final high res to the original cage . The design usually will just evolve to much once you get free of the limits of polygonal modeling. Most all pipelines take the re-topo path now.
Gears of War2 and newer game pretty much all follow this pipeline.
I recommend Xnormal because it is GPU accelerated and is free. But the main beauty is that unlike most graphics app it can handle almost limitless poly counts. Mainly because it isn't trying to actually view the model.
I agree is the start low and build up but don't worry you aren't coming back to that low resolution mesh. you will end up making another one.
Something I have actually gotten into recently is just bypassing the base mesh phase and use z-spheres to flesh out a base mesh right in zbrush. it will insure that you have perfect topology from the start.
07/24/2009 (1:27 pm)
Quote:Like the others have said you need to flesh out your model as low as possible.
You can create a higher version later and normal map the low poly one.
I understand the temptation to start of high, but resist it and start low.
nah most of that work flow has for the most part gone out the window. Most of the time you model a base mesh and then take it to something like mudbox or zbrush. "or blender or modo for that matter" and then detail the hell out of it take it as far as you system will go. Zbrush get a little weird at about 11-12 million polys not sure about blender though. Sometime you can resort to breaking the thing up to get around this. I have seem ones that are close to 100 million polys combined but they have the model all separated in to pieces of about 11 million or so.
anyway once you have you uber high resolution mes you can use it to re-topo and then get some geometry and more closely matches you high resolution model. Then use that with something like Xnormal for the bake. But almost no one tries to go back and match the final high res to the original cage . The design usually will just evolve to much once you get free of the limits of polygonal modeling. Most all pipelines take the re-topo path now.
Gears of War2 and newer game pretty much all follow this pipeline.
I recommend Xnormal because it is GPU accelerated and is free. But the main beauty is that unlike most graphics app it can handle almost limitless poly counts. Mainly because it isn't trying to actually view the model.
I agree is the start low and build up but don't worry you aren't coming back to that low resolution mesh. you will end up making another one.
Something I have actually gotten into recently is just bypassing the base mesh phase and use z-spheres to flesh out a base mesh right in zbrush. it will insure that you have perfect topology from the start.
Associate Steve Acaster
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