Game Development Community

My Soldier Model (WIP)

by Will Harrison · in Artist Corner · 06/17/2005 (9:55 pm) · 24 replies

Hi!

Click the pic to see more shots:

img.photobucket.com/albums/v454/gxbiohazard/soldier01.jpg

Comments and crits are welcome.
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#1
06/17/2005 (10:27 pm)
Looks pretty good... but.. for some reason his thighs look really short....
#2
06/17/2005 (11:24 pm)
Okay, I will extend them thanks!

Anything else??
#3
06/18/2005 (3:25 am)
I think it looks great. The proportions look right if you see it from all angles. I think the thighs are fine the way they are.
#4
06/18/2005 (9:11 pm)
Okay thanks for input.
#5
06/19/2005 (3:12 pm)
.
#6
06/19/2005 (9:38 pm)
Yes, as mentioned above, I will extend them as neccesary. Thanks! :)
#7
06/20/2005 (10:23 pm)
Don't worry *too* much about the vader-esque likeness others mentioned. I imagine when a texture map is applied you'll be in the clear. Though, I did like better the appearance of your soldier with a rounded helmet as depicted in the concept sketch.

Good job!
#8
06/23/2005 (7:19 pm)
Here's a newer wip shot:

img.photobucket.com/albums/v454/gxbiohazard/wip4.jpg
- legs extended slightly (also lower camera angle heightens character)
- added cargo pockets to pants
- added several ammo pockets
- added radio
- modified helmet shape to make rounder

feedbacks are welcome :)
#9
06/23/2005 (7:24 pm)
Looks pretty cool
#10
06/23/2005 (8:11 pm)
Nice! The feet look a bit to stubby, but other than that I like it.
#11
06/23/2005 (8:44 pm)
Ok, ill correct the stubbiness, thanks!
#12
06/23/2005 (8:48 pm)
Hmmm now that i think about it...... he looks too much like a dude, turn him into a hot chick!
#13
06/23/2005 (9:17 pm)
Looks cool. Any reason you aren't displaying him smooth shaded?
#14
06/23/2005 (10:24 pm)
Torso seems a bit long. It's either that or his pelvis area. It's making his arms and legs look too short. He also seems a little sleek for what I imagine to be a fairly heavily-armored trooper, but that might be partly due to the overly long torso/pelvis area. Try shortening that area a little and see what it does for the model (the elbows should be roughly around the waist, and the tips of the fingers roughly halfway down the thighs.

I have to commend the fact that this trooper didn't forget his load bearing gear. I see too many commercial and indie titles with sci-fi troopers that have no way of carrying water, ammo, grenades, etc, and being ex-military, it always annoyingly takes me out of the moment. Props for not forgetting the essentials. :) Personally, though, I'd give him more crap on his load bearing gear (Killzone got it perfect, imho).
#15
06/23/2005 (10:27 pm)
Flat shaded shows the polygonal construction on the surface. Smooth-shaded doesnt. Essentially, that's it, but besides that, I like the look of flat-shading. :)

For the purposes of showing it here, I think flat-shaded is appropriate, of course when it's textured smooth shading will be on.

@Ramen... lol, maybe it *is* a hot chick under all that armor. :P

edit -- like samus from metroid, hehe
#16
06/23/2005 (10:30 pm)
Quote:Torso seems a bit long. It's either that or his pelvis area. It's making his arms and legs look too short. He also seems a little sleek for what I imagine to be a fairly heavily-armored trooper, but that might be partly due to the overly long torso/pelvis area. Try shortening that area a little and see what it does for the model (the elbows should be roughly around the waist, and the tips of the fingers roughly halfway down the thighs.

I have to commend the fact that this trooper didn't forget his load bearing gear. I see too many commercial and indie titles with sci-fi troopers that have no way of carrying water, ammo, grenades, etc, and being ex-military, it always annoyingly takes me out of the moment. Props for not forgetting the essentials. :) Personally, though, I'd give him more crap on his load bearing gear (Killzone got it perfect, imho).

Perfect, thanks! I'll make changes accordingly. :)
#17
06/23/2005 (10:53 pm)
Quote:Flat shaded shows the polygonal construction on the surface. Smooth-shaded doesnt.
To be fair, simple flat shaded views aren't nearly as useful for displaying poly flow as smooth/flat-shaded with wireframes enabled. ;)
#18
06/24/2005 (12:11 am)
There you go, take your pick... :)

img.photobucket.com/albums/v454/gxbiohazard/wip4wires.jpg
#19
07/16/2005 (3:26 pm)
Awesome! I agree with Teck on the proportion of the torso.. maybe try tweaking that and see what happens.
#20
09/08/2005 (12:32 pm)
If you use smoothing groups you can get some parts smooth while other parts hard edged.
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