WW2 "Sarge
by Greg Breault · in Artist Corner · 08/08/2006 (7:53 pm) · 12 replies
I'm working on this WW2 soldier "Sarge", take a look. Hes not quite done yet as there is more painting/lighting and detailing to do. He will also be wielding a Thompson, and he will be in both Maya and Max.
www.game-ready.com/pro_11015.html
Thanks for any comments ahead of time ahead of time.
Greg Breault
www.game-ready.com
www.game-ready.com/pro_11015.html
Thanks for any comments ahead of time ahead of time.
Greg Breault
www.game-ready.com
About the author
3D character Artist using Cryengine2 for work. At home I use Realmcrafter and Torque.
#3
keith@ its all by hand with a wacom tablet 6x9. I did use Deep Paint though to lay out all the colors. Then I went through a lot of pain deciding what colors to use and gear, because there are so many different reference images out there.
Thank you for taking a look and giving me your comments!
Greg
08/13/2006 (9:00 pm)
Edwin@ totally a work in progress. I agree his face needs to be changed up a bit, he really hasn't been detailed or cleaned up yet. He has no lights on him etc. I am going to throw a rig in him and see how he acts in the Torque engine, although I have no idea how to do it. There are some helpful docs on GG that I have seen other people point to. I will hit them up when I get to that point :)keith@ its all by hand with a wacom tablet 6x9. I did use Deep Paint though to lay out all the colors. Then I went through a lot of pain deciding what colors to use and gear, because there are so many different reference images out there.
Thank you for taking a look and giving me your comments!
Greg
#4
-Keith
08/13/2006 (9:29 pm)
Well they look good. Many artists out there (possibly because of time constraints, or to keep all the media meshing together graphically) just use reference images, and don't actually create the textures by hand. One of these day I need to get a tablet myslef, as the mouse can be a bit frustrating at times.-Keith
#5
get it into Torque (a very tricky part of the process imho).
A very useful (video) tutorial about the process of getting a character from Max to Torque
is the smdLabs "3DSMAX DTS/DSQ Export" tutorial. Very, very helpful!
torque.smdlabs.com/media/freeTutorials/maxdts/page1.htm
Keep us updated on how your character improves! I'm personally very interested in how he
moves ingame. I'm an old Medal of Honor freak and I think one of the greatest features in MoH is
the player movement. You have a feeling of really running around in a map - not just floating
arround like in many other games...
Nice day @ all,
E.
08/14/2006 (2:44 am)
Quote:I am going to throw a rig in him and see how he acts in the Torque engine, although I have no idea how to do it. There are some helpful docs on GG that I have seen other people point to.Hehe :D I was at exactly at the same point with my model... Until yesterday... When I managed it to
get it into Torque (a very tricky part of the process imho).
A very useful (video) tutorial about the process of getting a character from Max to Torque
is the smdLabs "3DSMAX DTS/DSQ Export" tutorial. Very, very helpful!
torque.smdlabs.com/media/freeTutorials/maxdts/page1.htm
Keep us updated on how your character improves! I'm personally very interested in how he
moves ingame. I'm an old Medal of Honor freak and I think one of the greatest features in MoH is
the player movement. You have a feeling of really running around in a map - not just floating
arround like in many other games...
Nice day @ all,
E.
#6
edwin@ I need to look at how the rig needs to be setup, especially the naming. This will all be somewhat complicated for me since I am not 'too' technically inclined, but I am hoping I don't have to be. I won't be redoing the 'wheel' so he will most likely run like any other character you've seen in the torque engine. What character did you throw into Torque?
This is another character I plan on finishing up as well, and testing in-game.
www.gregbreault.com/temp/gregbreault_1.jpg
08/14/2006 (5:56 am)
Keith@ I actually like to hand paint then overlay different textures, and then tweak them again. I hear what you are saying though. If this was a game, with other characters, (which I am making more, Medic, etc) then they would have to be painted the same way. edwin@ I need to look at how the rig needs to be setup, especially the naming. This will all be somewhat complicated for me since I am not 'too' technically inclined, but I am hoping I don't have to be. I won't be redoing the 'wheel' so he will most likely run like any other character you've seen in the torque engine. What character did you throw into Torque?
This is another character I plan on finishing up as well, and testing in-game.
www.gregbreault.com/temp/gregbreault_1.jpg
#7
The naming of the bones in your rig are less important - as far as I can tell...
Although I found out that it's a good "manner" to name them "Bip01", "Bip02", Bip03", etc.
It looks as if the exporter likes Max's Biped a lot...
Exporting can really be a pain in the a** - I found that out the last couple of days ;)
At least on the Max side... I have no clue how this is on Maya because I can't even make a cube in Maya :-D
The most important thing when exporting seems to be the *hirarchy*. The schematic view in Max...
If you have any "problems" here you will never get your character into the engine...
I also don't want to reinvent the wheel (that's why I bought a licence), but I think there is a lot
of potential inside Torques animation system and the terrain (anim blending, collisions, etc.)
that at least deserves a *test* ;)
I've thrown a "testcharacter" into Torque to see if I can do it and how it looks there.
Was a "nightmare" to get there ;) But in the end I fixed it...
Yep, I know your "Helgrom" character... Looks very good! Especially the beard :-D
No... The face is very good also... I like the asymmetry of his eyes and mouth a lot...
He looks very evil ;)
Greetings to you, and keep up the good work!
E.
08/14/2006 (10:13 am)
Hi Greg,The naming of the bones in your rig are less important - as far as I can tell...
Although I found out that it's a good "manner" to name them "Bip01", "Bip02", Bip03", etc.
It looks as if the exporter likes Max's Biped a lot...
Exporting can really be a pain in the a** - I found that out the last couple of days ;)
At least on the Max side... I have no clue how this is on Maya because I can't even make a cube in Maya :-D
The most important thing when exporting seems to be the *hirarchy*. The schematic view in Max...
If you have any "problems" here you will never get your character into the engine...
I also don't want to reinvent the wheel (that's why I bought a licence), but I think there is a lot
of potential inside Torques animation system and the terrain (anim blending, collisions, etc.)
that at least deserves a *test* ;)
I've thrown a "testcharacter" into Torque to see if I can do it and how it looks there.
Was a "nightmare" to get there ;) But in the end I fixed it...
Yep, I know your "Helgrom" character... Looks very good! Especially the beard :-D
No... The face is very good also... I like the asymmetry of his eyes and mouth a lot...
He looks very evil ;)
Greetings to you, and keep up the good work!
E.
#8
Would you want to work on this character with me, since you know about importing and getting him rigged for Torque?
09/07/2006 (6:28 am)
Hey E, Would you want to work on this character with me, since you know about importing and getting him rigged for Torque?
#9
Sure - why not! I could fit a biped into the model using Max and export it as a DTS. I guess that's
work for a few hours. No problem. Send me the model (preferable as a .3ds file) + the texture to:
edwin.hofer(at)chello.at
I could also try to do the standard animations if you want and we could "showcase" the endresult
here in this thread ;)
How is the texture progressing?
Greets,
E.
09/07/2006 (8:02 am)
Hi Greg,Sure - why not! I could fit a biped into the model using Max and export it as a DTS. I guess that's
work for a few hours. No problem. Send me the model (preferable as a .3ds file) + the texture to:
edwin.hofer(at)chello.at
I could also try to do the standard animations if you want and we could "showcase" the endresult
here in this thread ;)
How is the texture progressing?
Greets,
E.
#10
09/08/2006 (1:58 pm)
Hey E, shoot me an email at gbreault@game-ready.com you don't have any contact info on your profile ;) Just re-read, you gave me your email, I will get in touch over the weekend.
#11
Hey, look what I found: A M1A1 Tompson SMG, that I modelled quite a while back.
With a little refinement (more detail would be fine) it perfectly would fit into Sarges Hands ;)

There is also a german version (MP40):

...
E.
09/09/2006 (4:10 am)
*Hehe* I've updated my profile...Hey, look what I found: A M1A1 Tompson SMG, that I modelled quite a while back.
With a little refinement (more detail would be fine) it perfectly would fit into Sarges Hands ;)

There is also a german version (MP40):

...
E.
#12
G
09/13/2006 (12:25 pm)
Nice, throw up the pics without wireframe. I will email you after work. I always forget so if you want to shoot me an email feel free (we are not able to email from here).G
Torque Owner Edwin Hofer
The texutre of his face maybe is a bit too "hard" imho.
Could need a little more blur maybe... But as you mentioned - wip...
The uniform and pockets are great! Very detailed - I like it.
What are your plans with him? Animations? Have you exported him into Torque?
Greez,
E.