After much debate, it's time to announce that we're going to remix the SpecOps pack for source. Pretty much enhance it in every way. Here's the CT/Marine so far :
<!--QuoteBegin-mr ray+Jul 14 2005, 12:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mr ray @ Jul 14 2005, 12:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> aww, i was hoping to see these in 3d, neverless, they look good. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> yup, drawings are cool and all...but...
Expect a 3d head by tonight or tomorow <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Some of the most precise recording devices in existence incorporate laser technology. With the precision of DSL-style technology that can identify and classify hundreds of thousands of individual colour patterns shooting through fiber optic cables at the speed of light, it's possible to record audio ranges far beyond our own hearing by monitoring the slightest interference in a laser's beam.
So instead of using magnetics to record the marine's voice and the surrounding environment, his microphone is instead a miniature laser tube with a photosynthetic dye at the end, which the laser hits.
The blue light provides just enough illumination for the night-vision green-illuminated lens to see multiple spectrums, including low-range light and the slightest temperature variances so the marine can identify a target by nothing more than the heat of its breath, or the heat radiating from its footprints.
For real...I would have just said nanites <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
nice Wolf Kahler, two thumbs up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
1155 tri's for the head seems a bit much. I would aim for a total of 2k for the model. The polyflow on the face seem to be abit messy, try and use the poly's to define the face as it looks like random poly's are used to keep it all together.
<!--QuoteBegin-mr ray+Jul 18 2005, 06:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mr ray @ Jul 18 2005, 06:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1155 tri's for the head seems a bit much. I would aim for a total of 2k for the model. The polyflow on the face seem to be abit messy, try and use the poly's to define the face as it looks like random poly's are used to keep it all together. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> actually his flow is pretty nice.
This is what i mean about a messy polyflow. For a 1k poly intensive head, there is no deatil on the face what so ever. Try and make your edge loops contour the face. <a href='http://i7.photobucket.com/albums/y280/MrRay2/Untitled-1.jpg' target='_blank'><img src='http://i7.photobucket.com/albums/y280/MrRay2/th_Untitled-1.jpg' border='0' alt='user posted image' /></a>
<!--QuoteBegin-Thatamos+Jun 14 2005, 04:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thatamos @ Jun 14 2005, 04:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have just gotten word from my head director, Gary, that SushiFX is allowing us to modify and re-create his most popular and widely loved pack <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Who exactly is doing this stuff. I see schmung is donating models, as well as you're hinting twinkie is doing something. Who is "us"?
Hi everyone.. My names Matt, Im an art student here in San Francisco. Ill be doing all the work on this model you see here. I do 2d illustration and 3d. If you have any questions for me feel free to email me, I love to answer questions and maybe learn more along the way.
So. I see someone said something about poly flow. There are 2 schools of thought to poly flow. I think for high poly a good flow would be smooth and follow the elipses of the major muscles of the face, much like mr. ray illustrated.... this is good for animation, etc.
BUT, the other way to go, and the method I like to use in low poly , is to define the plane changes of the face. this gets nice wrapping going on without looking too smooth or flat. Hope that makes sense....
Anyway, if you havent seen this yet, heres some texture work on the head:
Lots more to do, I also could use a good tip on how to make the visor glass look good, Im having trouble with that.
he appears to have a commically large chin and chin guard, the gap between his guard and mask looks like his mouth opneing. But the skin is really good.
<!--QuoteBegin-Dr X+Jul 20 2005, 03:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dr X @ Jul 20 2005, 03:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Shouldn't you finish the entire model before skinning..? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not if there's two people working on it, one who models and one who skins.
Matt, I find <a href='http://st.burst.cc/tut_exess1.htm' target='_blank'>Exess' basic metal</a> tutorial to be invaluable for metal, but also check out the little spheres he did at the bottom. That should help you come up with some ideas for the visor. Try to stay away from putting a chrome effect on it and just make it semi-transparent. Or put a second semi-transparent chromed layer on top. But make the chrome texture subtle, rather than super-garish, uber-contrasted black-and-white stripes.
The eyes are very nice and you got the feeling of the mask very good, but the chin guard's pointiness doesn't seem to be explained well enough and the helmet is devoid of the interesting complexity of the concept.
Ah, Thanks Wolf Kahler, I will peep that tutorial. Im still working out the texture, breaking up the color varience to add more interest. I see what was said abou the chin and am working to fix it. As far as doing the head and body seperate? sure you can! The head and body uvs are all seperated so it no problem. You can make heads forever and sew or group them to a stock body or armour. (half life 2 citizens)
Yeah, the stock HL2 bodies are good as a basis, but you better be adding some interesting bits of armour, now! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Comments
<img src='http://img319.imageshack.us/img319/3687/helmet3rt.jpg' border='0' alt='user posted image' />
yup, drawings are cool and all...but...
yup, drawings are cool and all...but... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Its easier to concept in 2d than 3d.
i hope they're more then just 'looking cool'
cool looking concepts tho <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
So instead of using magnetics to record the marine's voice and the surrounding environment, his microphone is instead a miniature laser tube with a photosynthetic dye at the end, which the laser hits.
The blue light provides just enough illumination for the night-vision green-illuminated lens to see multiple spectrums, including low-range light and the slightest temperature variances so the marine can identify a target by nothing more than the heat of its breath, or the heat radiating from its footprints.
<img src='http://www.inkmafia.com/coppermine/albums/userpics/ThatHead003.jpg' border='0' alt='user posted image' />
<img src='http://www.inkmafia.com/coppermine/albums/userpics/ThatHead002.jpg' border='0' alt='user posted image' />
and to ray...i pretty sure its for source, 5k is what the css t's and ct's are
actually his flow is pretty nice.
<a href='http://i7.photobucket.com/albums/y280/MrRay2/Untitled-1.jpg' target='_blank'><img src='http://i7.photobucket.com/albums/y280/MrRay2/th_Untitled-1.jpg' border='0' alt='user posted image' /></a>
Who exactly is doing this stuff. I see schmung is donating models, as well as you're hinting twinkie is doing something. Who is "us"?
Whoever likes to donate are also in.
So. I see someone said something about poly flow. There are 2 schools of thought to poly flow. I think for high poly a good flow would be smooth and follow the elipses of the major muscles of the face, much like mr. ray illustrated.... this is good for animation, etc.
BUT, the other way to go, and the method I like to use in low poly , is to define the plane changes of the face. this gets nice wrapping going on without looking too smooth or flat. Hope that makes sense....
Anyway, if you havent seen this yet, heres some texture work on the head:
Lots more to do, I also could use a good tip on how to make the visor glass look good, Im having trouble with that.
<img src='http://www.inkmafia.com/coppermine/albums/userpics/ThatHead009.jpg' border='0' alt='user posted image' />
Not if there's two people working on it, one who models and one who skins.
The eyes are very nice and you got the feeling of the mask very good, but the chin guard's pointiness doesn't seem to be explained well enough and the helmet is devoid of the interesting complexity of the concept.
Your experience shows.