Sc Marine Update

UnleetUnleet Join Date: 2002-10-29 Member: 1715Members
edited March 2003 in NS Customization
<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'>
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Comments

  • AfterglowAfterglow Join Date: 2002-11-10 Member: 8028Members
    down please, beautiful model> everybody will be skinning it^^^
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    edited March 2003
    Yep. Lose the head. Less polys, and we don't have a bunch of clones running around. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    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.
  • IskatuMeskIskatuMesk Join Date: 2002-11-09 Member: 7893Members
    I doubt marines would be running around in zerg territory with their visors up. Things that are sharp or acidic or genetically destructive tend to fly at them. Yeah, Visor down would look best.
  • 00Joe00Joe Join Date: 2003-03-15 Member: 14550Members
    edited March 2003
    Visor down - more polys - red scheme as seen in some of the custscenes!

    also, as Jamil mentioned, the right shoulder lights are missing
  • SidSid Corwid of the Free Join Date: 2003-01-28 Member: 12903Members, Constellation
    I agree witht he Visor down suggestion.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    you could configure different skins (as many as you specify in your QC script) so they don't all look like clones, but when people start worrying about 240 poly you might want to get scared...

    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...
  • VashVash Join Date: 2002-11-12 Member: 8333Members
    Visor down looks the best...

    but you should probably release both so people can choose. Although it seems visor down is the unanimous vote
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    Visor up/down for white/black skin.


    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
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin---Vash-+Mar 29 2003, 01:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Vash- @ Mar 29 2003, 01:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Although it seems visor down is the unanimous vote <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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
  • Psycho-Kinetic_Hyper-GeekPsycho-Kinetic_Hyper-Geek Join Date: 2002-11-18 Member: 9243Banned, Constellation
    Visor down gets my vote. I don't know If you want it but here's a fairly good skin I made a while ago if you're going to do the halflife chrome effect on the visor.
  • Murder_WinkMurder_Wink Join Date: 2003-01-07 Member: 12008Members
    edited March 2003
    I think there should be 2 versions, visor down and visor up so people can choose.

    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-->
  • Pvt_HudsonPvt_Hudson Join Date: 2002-11-01 Member: 2019Members
    2 versions ( visor up/ down ) would be nice.
    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
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    viser down all good
  • GerbyGerby Join Date: 2003-03-21 Member: 14765Members
    how bout, visor down, and its see thru, just like in the clips and stuff
  • UnleetUnleet Join Date: 2002-10-29 Member: 1715Members
    <!--QuoteBegin--Gerby+Mar 29 2003, 08:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gerby @ Mar 29 2003, 08:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->how bout, visor down, and its see thru, just like in the clips and stuff<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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?
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    <!--QuoteBegin--Unleet+Mar 29 2003, 04:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Unleet @ Mar 29 2003, 04:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Gerby+Mar 29 2003, 08:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gerby @ Mar 29 2003, 08:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->how bout, visor down, and its see thru, just like in the clips and stuff<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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-->
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    <!--QuoteBegin--Paranoia-2MB+Mar 29 2003, 01:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paranoia-2MB @ Mar 29 2003, 01:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Visor up/down for white/black skin.


    <!--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.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    Whichever enables you to release the model sooner <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    but I prefer visor down.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    Visor down looks the best...
  • csquare77csquare77 Join Date: 2003-03-29 Member: 15013Members
    Both <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->))
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited March 2003
    HL models can't do transparency, alas, but I think having a chrome effect visor down would look splendid.

    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.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin--Gerby+Mar 29 2003, 03:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gerby @ Mar 29 2003, 03:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> see thru, just like in the clips and stuff <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    wow awesome looking stuff. Although i wonder about the shoulder pads. They might be correct with the real SC marine but i just dont like the shape of them and they seem a tad big. My real consern though is the underside of the pad. In the hudson high poly models (the black startrooper type ones) if u look at the underside it doesn't exist, probably because there is only a face on one side. Could u please make sure that all sides of any physical part of the marine are solid objects and not transparent on the one side. This will add more polys but it just makes for a better model. Just give it a "higher" poly name.
  • Pvt_HudsonPvt_Hudson Join Date: 2002-11-01 Member: 2019Members
    edited March 2003
    <!--QuoteBegin--Unleet+Mar 29 2003, 09:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Unleet @ Mar 29 2003, 09:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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-->
    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-->
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--QuoteBegin--Delarosa+Mar 29 2003, 10:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Mar 29 2003, 10:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Gerby+Mar 29 2003, 03:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gerby @ Mar 29 2003, 03:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> see thru, just like in the clips and stuff <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • ShloomShloom Join Date: 2002-07-25 Member: 997Members
    Is it gonna have smartgun animations? or will that gauss rifle gonna be for the HMG?
  • Pvt_HudsonPvt_Hudson Join Date: 2002-11-01 Member: 2019Members
    by the way, i included a pic, i circled the parts of boots at needs to be modified that are mentioned above.
    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.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    I don't remember how the marines looked from the back in SC, but I think the way the shoulder-pad plate thing sticks out like that in the back is kinda odd. Like it should blend in with the rest of the back.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    <!--QuoteBegin--Shloom+Mar 29 2003, 04:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shloom @ Mar 29 2003, 04:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is it gonna have smartgun animations? or will that gauss rifle gonna be for the HMG?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    You'll see that the plate isn't as linear as you have it. As it comes towards the body it goes lower. Not sureh how to explain it.

    Just a minor detail, but some modellers are all about perfection.
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