max power 21 Posted February 13, 2008 @zee-ub00r-assi Here is a very nice discussion about facial edge-loops. Take a look through it. I woudln't expect most people to absorb all of the theory, but the pictures are very nice illustrations of the kind of topology you should go for. http://blenderartists.org/forum/showthread.php?t=93651&page=4 Share this post Link to post Share on other sites
zee-ub00r-assi 0 Posted February 13, 2008 thanks for the links , 3dtotal's always been my first station to ask when i was fiddling arround with my high poly bmw m6 . i made the head following an old character tut by ben mathis , maybe it was too old , considering next gen techniques ... ... for the polycount : yepp , i think i mentioned Ãt , it can be easily cut down , mainly because there are large parts of the basic body ( a soldier with just the ballistic vest) under the vest , plus , (as you guys mentioned ) unneeded loops on the head . so , things to do : - make a new head (maybe ill just make a                balaklava head first and then try                another "naked" one )             - cut out polies that can not be seen i also have a second basic body , with long sleeves and one other kind of pants for this buddy , also a second , different , tac vest is to follow , so expect some variations . regards , max edit: i've just read through the thread and the pdf. and i must say that the mathematical approach can be considered a useful way of getting a nice meshflow ... now i just have to get that into practice ... Share this post Link to post Share on other sites
Yossarian 0 Posted February 14, 2008 it's been a while since I've done anything for ArmA, but here's something: It's a texture edit of johnny's excellent Marine mod. I alpha'd out the groin guard thing, and tried to change the helmet texture. Next is maybe a fleece jacket, better helmet etc... it's just for personal use right now, because I haven't talked to johnny about anything. Cheers. Share this post Link to post Share on other sites
Johannes 10 Posted February 14, 2008 it's been a while since I've done anything for ArmA, but here's something: It's a texture edit of johnny's excellent Marine mod. I alpha'd out the groin guard thing, and tried to change the helmet texture. Next is maybe a fleece jacket, better helmet etc...[im]http://img.photobucket.com/albums/v202/matthewbubbers/marine_edit1.jpg[/img] it's just for personal use right now, because I haven't talked to johnny about anything. Cheers. oh well i prefer my original units. Share this post Link to post Share on other sites
Dingmatt 0 Posted February 14, 2008 Well i know the StarGate Mod isn't everyones idea of a good time but is development does have its advantages; heres a WIP. Share this post Link to post Share on other sites
Benoist 0 Posted February 15, 2008 I would love a P-90 in ArmA, but the problem is how the hell the soldier will hold the weapon. He will blow up this left hand fingers. Maybe make the civ version (with the longer barrel) but it's not as cooler and it's not the StarGate's P-90. Share this post Link to post Share on other sites
Dingmatt 0 Posted February 15, 2008 True a civi version is not good. I'll see if i can move around the skeleton to sork out the grip. lol in the series they switch between the locked sight and Triple rail varients; so i'm good either way. Share this post Link to post Share on other sites
Benoist 0 Posted February 15, 2008 Which versions of P-90 are? There is one with iron sights, other with aimpoint, an ACU version? But a little pointless since the P-90 doesn't have too much precision. Share this post Link to post Share on other sites
max power 21 Posted February 15, 2008 Well i know the StarGate Mod isn't everyones idea of a good time but is development does have its advantages; heres a WIP. The model seems decent enough. It's a shame it's going to look hella-shite in game with the way the soldiers animate. Share this post Link to post Share on other sites
max power 21 Posted February 15, 2008 Here is the basemesh project I'm working on. It's very near as complete as I'm going to make it. I think I will decrease the facial detail when I release it to discourage people from using this shitacular face. It is being built to serve as a good enough start mesh for just about any human character. I suppose that the way it is currently, you could cut that in half to just he male side. I left geometry that could be turned into toes if the modeller wishes, edgeloops for short and long sleeved shirts, etc, and unneeded detail should be easy to remove because the model is 100 percent quads. Let me know how you think it's coming along. If you wish to discuss the project in general (including its usefulness), let me know via PM. For now, let me know if there is any changes that I could make that would be better for ArmA modellers, since I have never actually attempted to put a model into ArmA before. Let me know also if you need any closeups. Share this post Link to post Share on other sites
surpher 1 Posted February 15, 2008 I'd suggest you drop the arms down to a 45 degree angle, this would reduce distortion in the shoulders when the character is animated. Share this post Link to post Share on other sites
nephilim 0 Posted February 15, 2008 really? what happens if he raises the arms, eg for swimming? i guess they wont distort.. the base looks fine, cept its way to maleish if want it to use for a general purpose. as a male its ok, personally id make his legs a tad longer. right now they look too short. your knee usually reaches nearly up your clavicle, with him it would just be near the nipple. if you want to sculpt on him i sugget to add some more edges specially around that large surface between the armpits and lower ribs. also add sections to the arms and legs to get an overall equivalent pattern. uneven polysizes are pain in the arse when sculpting. also once youve sculpted it would be very easy to step back to the lowest res and use that as a game model id suggest you to relax the whole mesh. should be the easiest. could you show is a close up of the face loops? Share this post Link to post Share on other sites
max power 21 Posted February 15, 2008 really?what happens if he raises the arms, eg for swimming? i guess they wont distort.. the base looks fine, cept its way to maleish if want it to use for a general purpose. as a male its ok, personally id make his legs a tad longer. right now they look too short. your knee usually reaches nearly up your clavicle, with him it would just be near the nipple. if you want to sculpt on him i sugget to add some more edges specially around that large surface between the armpits and lower ribs. also add sections to the arms and legs to get an overall equivalent pattern. uneven polysizes are pain in the arse when sculpting. also once youve sculpted it would be very easy to step back to the lowest res and use that as a game model id suggest you to relax the whole mesh. should be the easiest. could you show is a close up of the face loops? Thanks for the input. I think that the perspective distortion might be responsible for the short look of the legs. The mesh ought to have nearly perfect 7.5 head height proportion. I'm not bragging about how I'm a perfect artist, but I've measured and remeasured and had several more experienced artists than I look at the thing in the orthos. From his ankle to his inseam actually comes from his inseam to his chin. I'll include an ortho from the front with the other screens to prove to you that I'm awesome. What I intended to do with this mesh is release it to the community as a general base mesh so they can have a basis to make new units without needing to rely on ArmA's MLODs. Once I get the mesh in good shape, I'll start a thread about the project to discuss the needs of mod makers and how useful something like this would be. I'm developing this in parallel with a character for my reel. In the meantime I'll start evening up the edgeloops while trying to retain the structure I have in there. PS. Zbrush makes me want to give up CG for ever. Alt+click, release alt, drag. @Surpher, I'll be modelling the arms at about half the possible range of motion. The end users of this model can pose them however they feel ArmA will rig them best. Share this post Link to post Share on other sites
nephilim 0 Posted February 16, 2008 ah yea. was the perspective. i remember ive had a similar project some years ago. its been called the UAP, however ive dropped it, since there werent any people whod really could make use of it other than make silly nude mods.... heres a lil paint over try to get some more continuity into your mesh even if its mid-poly. also id bevel the ears 1-2 times to mimic the helix et. http://img252.imageshack.us/img252/9506/4514343550yt0.jpg heres a general "flowline" based on a human musculature, bonestructure and wrinkles. http://img252.imageshack.us/img252/9459/14509ate2.jpg i usually base my heads on something like this. yea i know bout zbrush. its a program for masochists made by sadists prolly on 1st of april.. give mudbox a spin Share this post Link to post Share on other sites
Col. Faulkner 0 Posted February 16, 2008 What is the expert opinion on the construction of the BIS example ArmA figure model? Is it good, bad, indifferent? Any remarkably good (or bad) features? ZBrush? Mudbox? Bah, I hates you all! Â "Oxygen FTW!"... ...Oops! I meant to type "Oxygen WTF!?" Share this post Link to post Share on other sites
max power 21 Posted February 17, 2008 What is the expert opinion on the construction of the BIS example ArmA figure model? Is it good, bad, indifferent? Any remarkably good (or bad) features? ZBrush? Mudbox? Bah, I hates you all! "Oxygen FTW!"... ...Oops! I meant to type "Oxygen WTF!?" Hahaha! In my opinion they seem professionally done. They have triangles all over the place which is common in game models. Their faces are a little low res but they're alright. In terms of their subject matter, the americans are a little skinny making their uniforms appear tighter than they are on average. As a professional I would shoot to do a better job (because professional development is all about surpassing what has been done in the past), as a student, I'm still coming to terms with what's optimal and they seem to do the job rather nicely, as an amateur I would use them as a basis in a heartbeat. edit: I should add that it's been a while since i looked at the models... and also that I'm not a professional, but one in training. Share this post Link to post Share on other sites
max power 21 Posted February 18, 2008 Here's the latest version of the Character model. I totally redid its face trying to incorporate a number of things Neph, my professors, and a book called 'Creative Essence: The Face'. I highly recommend finding it and giving it a read. There is some amazing information in there. I also edited the body but not as massively. While i was working with one of my profs I put in a bunch of deformation edge loops that can probably be greatly simplified, as his expertise is in high quality production as opposed to game modelling. I took the upper body and the arms in a bit in the normal direction (like a push modifier, in Maya it's part of the move tool for vertices). Hopefully it looks slightly more androgynous now. I will have to wait to move any further in that direction until I'm finished my character (and reel). Click on the pics for a convoluted path to a full sized version. Share this post Link to post Share on other sites
nephilim 0 Posted February 19, 2008 the moth still doesnt follow the musculature mouth and eyes are one big ring muscle each. your mesh prolly wont have probs but id like to point that out anyway Share this post Link to post Share on other sites
Commando84 0 Posted February 20, 2008 Nephilim do you have any good advice for a zbrush newbie on basic face modeling? learning zbrush in school atm and have a assignment for monday and also zbrush crashes all the time and drives me crazy and the controls and interface is horrible Share this post Link to post Share on other sites
BeErZyMoTiC 0 Posted February 23, 2008 hmm ... how long was the timelimit? xD Share this post Link to post Share on other sites
maza94 0 Posted February 23, 2008 My Polish soliders (wihout textures) Other models solider 1 solider 2 officer PS: HELP!!!!!!!!!!!!!!!!!!!!!! Â Â Share this post Link to post Share on other sites
dob 0 Posted February 23, 2008 I allways work on the Hurricane and now on the Redoutable. Share this post Link to post Share on other sites
Inkompetent 0 Posted February 23, 2008 Putting a Super Cobra with 76 Hydra 70 FFARs together Share this post Link to post Share on other sites
Ike_fin 0 Posted February 23, 2008 Yeah would be nice to see Cobra in different texture/variations. eg. http://www.military.cz/usa/air/in_service/helicopters/ah1/ah1w.jpg http://en.wikipedia.org/wiki/Image:Bell_209.jpg http://www.aircav.com/cobra/ahgal04/nah-006.html http://en.wikipedia.org/wiki/Image:AH-1S_Cobra.jpg Share this post Link to post Share on other sites
-HUNTER- 1 Posted February 23, 2008 @Inkompetent So if your modding the cobra to have dual rocket pods... Have you also thought of making dual hellfire racks? Because those weapons are used the most and if they are all gone to make somebody misserable. Then you find yourself in a situation where you cannot really defend yourself from ground units like shilkas. Or attack ground units without getting close enough for them to open fire with say an HMG. 16 hellfires would be sweet. Ive never seen the cobra in that configuration on pictures I must say, and I dont know if it would be perhaps too heavy for the aircraft. But for this game it would be very nice! Share this post Link to post Share on other sites