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Old 02-24-2008, 01:55 PM   #11 (permalink)
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The pants look really small and the folds are really heavy and extreme
i would make them more subtle

on the face the scar is a bit too much
the clothing looks a bit too static, try to make it look less glued together
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Old 02-24-2008, 07:25 PM   #12 (permalink)
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Looks good and good speed if you ask me :P
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Old 02-25-2008, 07:52 AM   #13 (permalink)
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Thx for your comments guys, though dennispls i did mention that the folds on the trousers are over defined as i want the normal map to be more prominent, also if you look at the concept you can see that the trousers only go down just below the knee as a high boot and sock cover the shin, that is why they appear small on their own.

A friend also commented on the scar so thx i think i will take that down a notch b4 mapping, or maybe just in photoshop. As for the clothing im not sure what u mean by static? do u mean the harness - that is doesnt sit right on the jacket perhaps?

Thx for your comment Bunyip7 - i generally work fast, my lecturer only wanted the low poly ready in 2 weeks but im hoping to get the jump on it by having it at least normal mapped too
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Old 02-25-2008, 02:03 PM   #14 (permalink)
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right ive done some more work today after my lectures on the guys oxygen mask, ive also made a pocket for his grenades to go in that attaches to his harness.

Heres a screen of my mask that ive made along with the low poly mock up that the normals will be projected onto:

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Old 03-01-2008, 06:29 AM   #15 (permalink)
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Well ive had some pressure from other units thats slowed me down a little but im not at the point where im uvw unwrapping all of of low poly assets and making sure that they all line up correctly with their high poly counter parts, hopefully will have some pics up tonight, perhaps of some test bakes or something
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Old 03-01-2008, 07:18 AM   #16 (permalink)
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In my opinion and to my knowledge, that type of gasmask tube generally has tighter and more "bumps" (what's the word anyway?).
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Old 03-02-2008, 07:20 AM   #17 (permalink)
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hey flakk, lol not sure on the word - "ridges" maybe? anyways, thx for the comment, i agree but were allowed two weeks to create the low poly asset for rigging tomorrow, ive cracked on and got the model uv'd and normal mapped but dont really have any time to go back and re-adjust things. Heres some test renders though, the model is basically split into two seperate uv maps and those are hashed together quickly to get a test bake from. It still has some baking errors and obviously no hands or textures:







once im happy with the bakes and uv mapping ill go back in and edit the low poly slightly - if my poly count allows it - and add some folds and change proportions where necessary. Comments welcome
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Old 03-02-2008, 05:15 PM   #18 (permalink)
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Why are you modeling the guy in that position instead of a relaxed T-pose?
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Old 03-02-2008, 07:06 PM   #19 (permalink)
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Maybe it's like the Chainsaw guy from Doom 2...
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Old 03-04-2008, 08:33 AM   #20 (permalink)
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ah ghostscape youre actually the 1st person to comment on that, the reason i modelled him in that pose is that the characters final pose will involve him holding a weapon across his body, to limit the deformation that would occur when moving a t-posed character into that position i modelled him that way, so that minimal movement of the arms is required. both arms feature heavy folds in the normal map and 2 much deformation cud affect that.
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