Need some feedback

Razor1

Veteran
Hey guys,

Just about finished up with a model I have been working on for a game. Just wanted some feedback since I did this without concept artists, let me know what ya guys think! This model weights in at around 190k tris, it is ready for tessellation as you can see, it is tessellated at a factor of 2 in the screens. PS still have to finish the back of the thighs, just getting bored working on him lol.

http://i.imgur.com/sNlxbfh.jpg
http://i.imgur.com/uaTGI0M.jpg
http://i.imgur.com/GhSq7Ph.jpg
http://i.imgur.com/wfqYYHi.jpg
http://i.imgur.com/0zmRU0O.jpg
http://i.imgur.com/qijU4nZ.jpg
http://i.imgur.com/FDIYz2n.jpg
http://i.imgur.com/66Hldkt.jpg
http://i.imgur.com/S7aNpBs.jpg
http://i.imgur.com/ZOszQpU.jpg
http://i.imgur.com/bDI5KPh.jpg
http://i.imgur.com/zX7eJLw.jpg
 
Really nice. I will maybe just scale down a bit the lower part of legs ( under the knees ). ( When i say scale down, i mean reduce the width, not the lenght . )
 
Last edited:
Really nice. I will maybe just scale down a bit the lower part of legs ( under the knees ). ( When i say scale down, i mean reduce the width, not the lenght . )

Ok, I noticed I messed that up, the calf shape just isn't there, hmm might have to remake it don't think scaling will work too well ;)
 
Is he supposed to be completely symmetric?

Is he wearing no armor (e.g. alien body shaped like that), light armor or heavy armor?
I'm saying this because the armor seems to be a bit too slim in the upper body, specially in the arms.

For example, Arkham Knight is supposedly wearing a rather slim armor (textile vest with some plates on the chest, shoulders and arms), but in those places his armor stands out more than your model's:
http://i.imgur.com/6M6YPrz.jpg?1

Yeah and as he is right now, he's an eunuch. Lord Varys would be proud, but I'm not sure that's what you intended.

Otherwise, it seems great :)
 
form fitting armor, but there will be other versions with medium and heavy armor that will fit on top of this armor.

Wanted to make the armor so that he will still have as much mobility as possible and still functional to protect the vital parts.

I tried with more armor on the forearm and arm, just didn't look right, probably just because it didn't fit with the rest of the armor.

Thx!
 
Ok, I noticed I messed that up, the calf shape just isn't there, hmm might have to remake it don't think scaling will work too well ;)

You can certainly use some modifiers for take care of it without going to destructive on the mesh. This said i dont know how modifiers work for games chars ( does it weight the performance costs ? )..

Dont know if you have allready seen about the work of this guy: Nearly all done with modifiers, the mesh base is really simple.. then it add a lot of details with modifiers.
BAM.jpg


attachment.php


attachment.php
 
hmm that is pretty interesting, not sure if I can use boolean in Max, polygon arrangements get messy for game characters, do you have a link to this guys work? maybe I can get ideas from his asset creation pipeline.

There are taper modifiers in Max, but the details that I have created would also taper, so the plates might get flattened I will try it though.
 
Is a fine-looking character model for sure. Especially if you like butts, I suppose. :) That said, you may want to think about the armor design next time you do one of these. What's the purpose of armor? Other than to look badass in a computer game, I mean. *cough*

When you have a lot of raised ridges, seams, joints and things of that sort with sharp angles on them you have surfaces which projectiles can impinge on, potentially throwing the user off balance and causing damage. You really want smooth curves, so that shots bounce off rather than have a chance to try and penetrate. :)

Also, military stuff is often very utilitarian. Things look the way they do because there's a purpose for it - you don't just pile on random stuff for the sake of it, so every line, every joint should appear as if it's there for a reason, rather than just to look cool.

*shrug* Just a thought, really. I couldn't have made something like this in a million years, so again, well done. :)
 
I hear ya, function dictates form, I made it this guy so all the plates move over each other, and the vital organs are covered with thicker plates, animator should have some fun with animating the plates lol.

Thx,

Well I still have to add in more details, but mostly just surface stuff, not sure if I should model them into the high poly with zbrush or just use stamps in substance designer or quixel.

I'm pretty novice at zbrush but have to learn sometime.
 
Aw man, mesh sculpting is really great for art. If I tried to do that in Solidworks it would take years...
 
I just could wrap my head around with the interface when I tried 5 years ago, guess I just have to keep doing it till I get comfortable with it.
 
Fuck it, I'm going to go all out on this guy, thx for those links Lanek, going to add much more detail to him ;)

Just started with the helmet today its coming out better!
4jvutuO.jpg
 
Back
Top