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SMASH
May 18th, 2008, 11:41 PM
Hey, this is a marine/soldier character/biped I've been working on but I've kinda hit a road block, I'm actually kinda afraid to model the hands or face cause I know those are my weak points and I'm going to f*** it up... tell me what you think...

http://img126.imageshack.us/img126/8010/rendernb2.png

Would anyone have a tutorial, off-hand (no pun intended) of hand and face/head modeling?

Tweek
May 19th, 2008, 02:00 AM
youre going to fuck up at least 5 times.
get modelling bitch. fuck up, and try again.

Patrickssj6
May 19th, 2008, 08:23 AM
Unlike in real life, there are always backups and CTRL +Z

kid908
May 19th, 2008, 09:17 AM
teh pants seems alot boxy...

Matooba
May 19th, 2008, 12:05 PM
Thats coming out really good. Good base to the model so far. You can use symetry to make the hands off to the side then attach them to the model after, same for head. If you need help on making the head this video tutorial is great.
(Full Screen It) http://download.autodesk.com/media/MNE/ms/Edit_Poly_400k.wmv
(http://download.autodesk.com/media/MNE/ms/Edit_Poly_400k.wmv)

SMASH
May 19th, 2008, 08:16 PM
Update: I went way out of my comfort zone and modeled the best hands I could... what do you think?

http://img255.imageshack.us/img255/5026/renderwc4.png

and yea, those are gloves.

kid908
May 19th, 2008, 08:22 PM
if it's first looks nice but a bit cartoonish. would look good on a cartoon character.

MetKiller Joe
May 19th, 2008, 08:48 PM
My God, that's mite too boxy. Reminds me of Team Fortress 2 characters. I would definitely support this if you tried to make Team Fortress characters for CE.

SMASH
May 19th, 2008, 08:51 PM
It's for CE so I wanted to keep the polies down... I don't think I'll post anymore updates untill I get it ingame, and it's not that far from it surprisingly.

MetKiller Joe
May 19th, 2008, 09:08 PM
It's for CE so I wanted to keep the polies down.

I'm not saying that TF2 characters have to be high poly per-say, but, do it whatever way you want, it is your model.

SMASH
May 20th, 2008, 12:06 AM
Alright, so it's modeled and skinned, but I need someone to rig it... any takers?

http://img372.imageshack.us/img372/7189/rendervm6.png

HDoan
May 20th, 2008, 12:15 AM
I wish I could =/ I'm not qualified to do something to that awesome model.

n00b1n8R
May 20th, 2008, 04:10 AM
Unless your going for something cartoony (and even then..), I hope to god your not planning on keeping those arms/hands.

t3h m00kz
May 20th, 2008, 06:38 AM
I'd say work on the hands... otherwise it seems okay

n00b1n8R
May 20th, 2008, 07:02 AM
The arms look like tapered sausages.

thehoodedsmack
May 20th, 2008, 07:03 AM
Good lord, why are his arms as thick as his legs? Scale that down a bit.

SnaFuBAR
May 20th, 2008, 10:10 AM
Surprisingly the face looks like it's been done better than the rest of the body. Everything is too squared; legs, torsto, hands, arms.

Heathen
May 20th, 2008, 04:44 PM
Helmets too tall...

Bastinka
May 20th, 2008, 08:32 PM
The arm looks like he stuck his hand through something big, round and fat and it ended up extending from wrist to wrist.

Apoc4lypse
May 21st, 2008, 04:00 PM
The arm looks like he stuck his hand through something big, round and fat and it ended up extending from wrist to wrist.

what he said... but yeah, the arms need more anatomy, there is like zero anatomy there, you can't see anything that resembles a muscle or the outline of an arm, looks like a big puffy thing. Make the arms skinnier, make the clothing or w/e hug where the arms would be more then that, its way to bulky looking right now.

Matooba
May 21st, 2008, 10:11 PM
Arms (Thyroid desease), Ass (boxed off) calves (retaining water) Maybe some defining through chest to gut...Looking good so far though.

Heathen
May 22nd, 2008, 03:58 PM
I'm having a hard time distinguishing which fingers are which....that hand is an enigma.....

Phopojijo
May 23rd, 2008, 01:25 AM
You modeled based off a box, correct?

How about reference... did you have 2 reference panes? One straight on forward... one on the side?

The human body (minus the head) are cylindrical... some tutorials tell you to start with a box to keep everything in quads so it's easier to smooth; they don't know what they're doing.

http://www.poopinmymouth.com/ is great... specifically http://www.poopinmymouth.com/process/character_tutorial/character_process.htm

It's important to keep good reference so that you can match the silhouette of the model to the silhouette of the reference.

kid908
May 23rd, 2008, 09:18 AM
and head should be boxes with about 3x2x2 sherified