Sc Marine Update
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Join Date: 2002-10-29 Member: 1715Members
<div class="IPBDescription">Model is nearly finished</div> I'm fairly satisfied with it and probably won't be changing it anymore (I might tweak the shoulders some). I changed the boots quite a bit but it's not really noticeable in the pics. The model with the visor up totals at 2040 polys and with the visor down (head and faces in the helm deleted) it's 1708. I'll most likely make them both and let you guys choose what one you want to use.
<img src='http://members.uia.net/coyote/pics/scm3.jpg' border='0' alt='user posted image'>
<img src='http://members.uia.net/coyote/pics/scm3.jpg' border='0' alt='user posted image'>
Comments
I don't think there's anything wrong with the legs. People probably are just comparing it to ref pictures, where the legs are large anime robot-stylish. The big legs won't work on these bones. It won't fit, and it might walk oddly. My attempt was the anime robot look. I'm a big Battletech fan, so that's where I was drawing most of my inspiration. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Though, I think the flashlight on the right shoulder is missing. You might want to think about adding that in. I like how you moved the two helmet lights higher, that's more like it. Backside is modelled well.
also, as Jamil mentioned, the right shoulder lights are missing
just make more than one version as we all have different opinions/desires/feelings
with a little more tweaking, you could raise up the poly count difference even mroe...
but you should probably release both so people can choose. Although it seems visor down is the unanimous vote
Be nice to have an option of color. Like blue/red/white/yellow/brown and etc.
Just color like the shoulder pads and part of the leggings and some arms. Like in the game..hehe
there are 10-12 people that have been bugging me for high poly packs other than hudson...
so i say visor up (although it's not my favorite idea) and slap "High Poly" into the name... but if you don't wana do it, i'll high poly up a pack after it's release
And btw, the legs still look wierd. They need to be bulged out as suggested by several other people. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
By the way, u can release the visor up version with the LA skeleton. Then the head will be able to move <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Great job
I was thinking of that also but I'm not sure how HL does transparency. I know there are glass windows and such that are transparent but I can't think of any models that use it. My first guess would be an alpha channel on the skin but I'm not sure. If I can figure it out I could make a trans visor for the high poly and a solid one for the low.
I didn't add the shoulder light because I was watching the polys and it seems like not every suit has one but if you guys want a high poly I'll add it to that one. Speaking of high poly, what do you guys consider as high poly? That model with the head is at 1838 polys, which I consider pretty high (but I also don't have a monster PC).
I don't see what's wrong with the legs. I've just watched the "Battle of Amerigo" and the Brood War intro movies about 5 times in a row and while I did find a way to tweak the lower half a bit to make the animation look better (hopefully), their overall structure looks pretty damn close. I don't mind the feedback but what exactly is bugging you guys about them?
I was thinking of that also but I'm not sure how HL does transparency. I know there are glass windows and such that are transparent but I can't think of any models that use it. My first guess would be an alpha channel on the skin but I'm not sure. If I can figure it out I could make a trans visor for the high poly and a solid one for the low.
I didn't add the shoulder light because I was watching the polys and it seems like not every suit has one but if you guys want a high poly I'll add it to that one. Speaking of high poly, what do you guys consider as high poly? That model with the head is at 1838 polys, which I consider pretty high (but I also don't have a monster PC).
I don't see what's wrong with the legs. I've just watched the "Battle of Amerigo" and the Brood War intro movies about 5 times in a row and while I did find a way to tweak the lower half a bit to make the animation look better (hopefully), their overall structure looks pretty damn close. I don't mind the feedback but what exactly is bugging you guys about them? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
yeah <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> clear visor and seeing the face would be the coolest <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
haha
gd luck <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
hope u can do it!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
LoL
I prefer visor up myself.
For the white skin tone have the visor up or down.
For the black skin tone have the visor either up or down.
but I prefer visor down.
Oh, and as regards multiple skins like Delarosa said, I think that only works for the normal marines, and only for two skin families. Sure, you can specify as many as you like for the model, but the game thus far only looks for two skins on LA, and one on HA.
the clips aren't see-through, and it's known that with 8-bit texture mapping, that you can't do transperancys, so it's either up, and you can see the face, or it's down, and there's no face.
well, i don't mean to be picky here, but since u asked...
your shape of boots/ lower calf are not right. for the BACK SIDE of the boot/ lower calf , it should be BULGED out a little, you version is CONCAVED in.
same thing goes for the LEFT AND RIGHT SIDES of the boot/ lower calf. your version is CONCAVED IN, the right version should be at least keep straight . ( i know of the issue that in order to fit in the default bones, the legs have to positioned real close , so in order to be a little easier for you , u should at least make the sides of the lower calve straight, not CONCAVED IN )
Once again, very nice job, i've been waiting for a marine model for a long time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
the clips aren't see-through, and it's known that with 8-bit texture mapping, that you can't do transperancys, so it's either up, and you can see the face, or it's down, and there's no face. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think he was referring to the StarCraft videos when he said CLIPS and stuff.
i only circled the left and right side of the boots, since there is no clear shot of the back side, i didn't circle the back side. But its the same idea.
Well, if it doesn't have smartgun anims as standard, a combination of <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=27213' target='_blank'>this thread</a> and <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=23176&hl=enabled' target='_blank'>this model</a> will soon put things right.
Also, if the SC gun isn't designed to fit the smartgun anims, I was thinking about editing it so it does.
Just a minor detail, but some modellers are all about perfection.