Development > Artwork

Another try at a (muscular) new soldier model

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Destructavator:
@MCR: Actually yes, I'm quite familiar with the MakeHuman project, I've been following it and using that software for some time since back before any dev releases of the post-0.9.1 RC (the old version) came out.  In fact, the very first soldier model I worked on was based off a model from the old 0.9x version.  And yes, I've been trying out the newer test builds as well.

Thanks for mentioning it anyways, yes, it is a nice software product, and I'm amazed that something like it is available for free.   :)

I've also been working on new head models using MakeHuman as well, as you've mentioned.

MCR:
@Destructavator:
Great, I did not know that you are already working on new head models !
I actually became aware of the MakeHuman project, because you mentioned them somewhere here...
Did you also try the import script for blender ?

H-Hour:
Hey Destructavator, I've followed your work on these models since the thin ones. I can see you're putting a lot of thought into it, and glad to see you keep tweaking. I don't know how the MakeHuman thing works, so I don't know what's easier or harder to change.

But I wondered, can you add more polys to the model for a bit better definition in the shapes? On the mapping side, mattn has basically told me not to worry about polycounts, so I imagine there must be some room on the soldier models too, and I think a few more polys could really come in handy.

Have a look at these soldier models from another game I mod for occasionally, here and here. I could never make models that nice, and these are I think the best custom models I've ever seen made for the game (the original Ghost Recon), so I'm throwing up some stiff competition. But I think the visual reference might be useful in ironing out a few of the things that feel just a little bit off with the model you've got here.

1) Around the arms, your model looks like it's wearing a thick jacket, but around the waist it looks a bit more like it's wearing a tight, body-fitting outfit. If you look at the models at the links I sent, the bulk in gear and jackets around the gut actually makes the transition to the pants and around the butt much straighter. The whole area around the chest and abdomen could be much rounder. How this is handled, of course, depends on whether you want a body-suit or more of a combat gear outfit. But if you go for body-suit, I think you need more polys especially in the arms, to give them more definition and to prevent them from looking like a thick jacket.

2) In your model, the neck really stands out from the shoulders. But when a soldier is holding a gun or in any kind of combat-ready position, their shoulders are more hunched up. And if you've got a jacket or lots of gear on, the neck is going to get buried in the bulk, as you can see in the links I sent.

3) The transition between pants and boots need some puffing out. It looks like you're going for baggy pants here. If so, add some polys at the very bottom to make it look like they've bunched up above the boot.

Anyway, just a few suggestions. But these thicker models are definitely looking better I think.

Destructavator:
@H-Hour: Sorry I didn't respond to this before, I glanced once at your post before getting busy with other things, and forgot to come back to it.

I'll look at the links and info you provided a little later.

H-Hour:
No worries, just throwing it out there to help.

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