View Full Version : Agent? in progress
15-03-2003, 09:40 AM
Hi, here's a model Iīm working on in my spare time. I'm not sure yet what type of character it's going to be. Maybe some sort of spy/agent. The polycount is now up to 2986, but I feel I can add a few more. I havn't begun texturing yet so the textures on the head are just temporary. What do you think? Any suggestions on props to go with him?
15-03-2003, 10:18 AM
erm, i have to say -> nice work..
what kind of agents is he... matrix.. ? :p
15-03-2003, 04:38 PM
Looks nice man! Can we have a close up of his head in wireframe and with what did you make it?
15-03-2003, 05:08 PM
I must say it sucks big time. Not that its a really bad model ore anything but
- you have so many wrong turned faces
- Unwelded vertics at the triceps
- the detail that you could work out with that amount of polys ... and you just waste them
- Arms are a bit to long
- You didnīt lay out the UVīs at all. You head has 2 faces
- you can see the seems at the neck
- the torso is a bit to long, pull up the belt
- you have vertics standing out at the chest
and many more ...
Sry but thats how it is. Try to make a nice clean model and make something decent with that polycount.
15-03-2003, 05:51 PM
Thanks for the comments!:hmm:
Gl2eEn- Don't know yet really. I think he kind of reminds me of Tom Cruise in Mission impossible.
Humming-Bird- Thanks! I'm using MAX5.
Prs-Phil- Hmmm...did you wake up on the wrong side of the bed this morning? Did you read my post?
-I turned the faces as I did to get the best smoothing. I can see a few places that need fixing, but as the thread reads, it's a WIP.
-Unwelded verts, you're kidding right? You can't even see the triceps.
-Could you be more specific about the areas that hold too many polygons?
-I wrote that I hadn't begun texturing yet and that the textures were temporary.
I have done the mapping now, next there's textures...
here's a closeup of the wireface:
15-03-2003, 06:11 PM
Looking good Mille, I think the polycounts quite good considering the facial detail you have put into it - can't really see any obvious places to cut down on - maybe a couple of LOD meshes for the head wouldn't go amiss, and keep the high polycount head for up close and lipsync?
Looking forward to seeing an update, and that texture too :)
15-03-2003, 09:57 PM
Looking good so far Mille.
I would agree that maybe the face could be optimised if it was needed & possibly also the hands as well, although I'm only going by the relative poly density in that area, as I can't see it too well.
From the wire view it does look like there are quite a few edges that could use turning, but the shaded view doesn't really show any obvious shading problems, so if it looks ok, then thats the benchmark to go by.
The only definate problem areas I can see is in the shaded view from the side, it looks like the area on his thigh above the back of the knee sticks out too far, even considering it might be a fold in the clothing. The torso does look a little too long & the waist could eb taken in a bit - he looks kind of chunky at the moment, rather than the sort of athletic build you would expect from agent-ish type people. Lastly, the head looks a little bit too thin near the top, giving him a slight 'conehead' look. Sorry, I don't mean to be harsh & the reason I mention it, is because its a crit I've had myself so I tend to see it more now.
Overall the mapping looks pretty good, although there are a few problem areas that you will need to either fix or be aware of:
The armpit on the (model's) right arm is stretched, as well as the area around the very top right (from our view,) of the head & the area near the inside of the (model's) left eye. It might be the angle, but the top of the (model's) right thigh, leading into the ****** as well. The underside of the pectorals is slightly pinched & the tops of the shoes are either stretched or else there will be a nasty seam there.
Most of these are very minor & I'm only mentioning them to make you aware of them in case you need to fix the uv's or else make allowences when painting the textures.
Keep us updated. :)
15-03-2003, 11:49 PM
k m8 sry if it hit you hard but donīt post a half finished thing I I where you, even if the tex is still temporary the things I said for the model are still runnig. Its not to make you look like a noob but you can make it better :)
Why should I crit if you start to windge, the model isnt the best and Iīm telling you why ... so dont tell me where I woke up :D
Read this post and the post at cgtalk what this image means
16-03-2003, 02:30 PM
Renderbunny- yeah, I would use LODs for further away shots, and I kept it rather highpoly so it could stand closeups.
Mike-Thanks for all the pointers, I fixed some of the things you suggested and I think it was for the better:)
Prs-Phil- you at it again?;) All critique is welcome, that's why I posted in the first place, but to say that something sucks isn't very constructive. I bet you would be offended if someone said that about your model too. It wasn't all BS though and I fixed some of the things you mentioned.
Most of the areas you marked on the image are like that for a reason, that is to give the impression that the model is more detailed than it really is and to give a good smoothing. You need to look at the smoothed model to see what looks off and not.
I started on the textures but it's still very WIP, have a look:
16-03-2003, 03:01 PM
Textures looking good so far - I quite like the muted colours.
He's still looking a bit chunky - possibly more like a hired heavy than a spy - but then, Vin Desiel had that same look in the recent 'xXx', so I guess its cool :D
16-03-2003, 04:11 PM
ok I must apologise for saying it sucks, that was a bit harsh. Sry if I offended you but like you wrote before, I must of got up on the wrong side of the bed ... and I did :D
The skin is getting on well
I cant see the point of putting dents into the model, that it looks allright smoothed. If the surface is more even it looks better anyway.
Keep on posting your progress
16-03-2003, 06:55 PM
Thats lookin good...getting on juss fine :D!
Keep it coming
16-03-2003, 08:55 PM
I tweaked the proportions a bit and tried to erase some of the chunkiness. It looks a bit better now I think.
thats an awesome lookin character my friend!
love the shirt color....
dunno why just love it!
the only crit i have is maybe u should try to make the waist thinner...so jhe looks more like an athlete...dunno
25-03-2003, 02:44 PM
Here's an update on the character. I have some minor fixes on the textures and some optimization left but it's more or less ready.
26-03-2003, 02:40 AM
Very cool... the quality of the face is excelent :)
Hope your gonna do some sort of lip synking with him...
Now give him a cool pose. I think you might give him a shotgun, shooting from the hip:) Well well thats just what i think.
Are you in the game industry?
26-03-2003, 06:25 PM
27-03-2003, 05:00 PM
I intend to add some props later, don't know what yet, but thanks for the suggestion:)
I work for a gamedeveloper called Starbreeze studios in Sweden as a modeller and visual effects artist.
27-03-2003, 09:54 PM
Wow, looks great Mille - really like the textures, cool colours. Looking forward to seeing him posed.
29-03-2003, 04:40 AM
Man prs for someone who seems to know alot about cg you sure done know **** about the concept of a "WORK IN PROGRESS". It is supposed to be a half finished model, that is the idea. You made good points, just don't be an ass.
Like the snatch quote though.
"As your attourny I recomend you to slow down, I can't keep up man." First one to get this one gets a free blow job. :o
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