WIP: Zymotic Light Soldier

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Postby og_carbon » Sun Apr 09, 2006 3:03 am

wow.

that's really turning out nice. great job m8. :)
i love the industrial look to the armor.
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Postby ILikeCheese » Tue Apr 18, 2006 8:04 pm

Hello all! Was on the old forums a bit too, but not so much I think it is any idea telling what account I was registered under :P
Ontopic: He looks disgusting :P Mean look at the head :)
Well, to be honest it doesn´t look ALL that good, he has really small legs and the textures aren´t too good looking at places either, and at places I see all too sharp edges (arms anyone?). I can see a good outcome though, keep up the good work! :P
EDIT: And so people don´t flame me about that it´s an unfinished version, yes I know that, just wanted to add my two cents for the complete version :)
...Muhahahahaha! Haha. Ha. [bright]Well, I was out of ideas![/bright]
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Zymotic Light Soldier

Postby LordHavoc » Fri Apr 21, 2006 5:07 pm

I prefer to offer constructive criticism, but in this case I really can't...

That looks AWFUL.

Sorry, but that is my opinion.

Now my more constructive criticism:
Please learn zbrush?

The skin needs to be completely redone.

The base model could maybe use a few more polygons also.
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Postby KillerKitty » Sat Apr 22, 2006 1:17 pm

The shirt and pants are the best part of this model right now. They look pretty good from farther away, but not very good from close up, and the shirt and pants would really look great if they had a higher-res, cleaned-up texture.

There need to be more polys on the head and the soldier's boots. The colors of the skin on the head and arms need to be thought out again because they just don't look right, and the normal-maps and specularity-maps on the head and arms need to be re-done, too.

This model has a lot of potential; some parts need to be refined and some parts need to be re-done for it to look great.
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Postby MacAttack » Sun Apr 23, 2006 3:41 am

I think youve done quite a good job but it culd be improved. Also i think he looksa bit short with the pants and boots you are using. Make him look taller and more poweful.
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Postby M3anBONE » Sat Apr 29, 2006 4:19 am

"I prefer to offer constructive criticism, but in this case I really can't...

That looks AWFUL.

Sorry, but that is my opinion.

Now my more constructive criticism:
Please learn zbrush?

The skin needs to be completely redone.

The base model could maybe use a few more polygons also."




Honesty is nice once in a while - as long as it's consistent with other artwork presented here and in Alientrap. But *shrugs*...alas, it isn't.
Right-brainers <---
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Postby LordHavoc » Sat Apr 29, 2006 4:50 am

M3anBONE wrote:Honesty is nice once in a while - as long as it's consistent with other artwork presented here and in Alientrap. But *shrugs*...alas, it isn't.


The good parts that I see:
armor/clothing (their normalmap/glossmap doesn't look very good, but the shape, color and detailing looks pretty good to me).
shape of the model (looks reasonably correct in terms of human proportions)
skin tone is pretty good

The bad parts that I see:
mesh has some weird triangulation in some areas (particularly the ears, noise, head, mouth).
fleshy parts of the texture (as in skin) use too much gloss, skin often looks better too dull than too shiny.
texture detailing on the fleshy parts looks terrible, zbrush could help this a lot if used properly.
texture doesn't have baked in ambient occlusion mapping (darkening in areas that receive less light, in essence a slight shadow around raised areas of the model, this improves believability a lot)
texture lacks dirt/grime (looks perhaps a bit too clean to be convincingly living in the world)
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Postby killnpc » Sun May 14, 2006 10:50 am

http://img.photobucket.com/albums/v668/ ... ymotic.jpg

quick paint over, to throw you some feeback, hope it helps.
draw without greed.
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Postby upQuark » Thu May 18, 2006 9:59 am

The main reason that this model doesn't look very good is because of the texture and gloss/bump maps. (Although some of it is because of areas being too low-poly). If a good skinner made a whole new texture for this model (and increase the polycount here and there), it would look great. Good normalmapping can make a model look a lot better, too.

What is the status of the models in Zymotic right now, anyway? Are they getting done? And more importantly - are they more optimized than the models in Nexuiz?
"I enjoy working with people." - HAL 9000
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palms are fat and ears are triangles

Postby DeVsh » Fri Jun 08, 2007 8:52 pm

the head looks almost square and the skin too shiny but apart from that it's almost perfect.
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