Game Development Community

SWAT model

by Will Burgers · in General Discussion · 09/04/2004 (3:13 pm) · 12 replies

Ok, I've spent a few hours working on a low poly SWAT style guy, note that he's not even close to completion, but here he is so far:
Picture

I'd like some comments/crits.

Also wondering would people be willing to pay for something like this, and if it'd be worth more if I gave him a skeleton ready for torque?

Anyway any suggestions for improving him are appreciated.

Also, what genre do people need? That is, should I concentrate my efforts on medieval models, or futuristic, or current, or...?

Thanks!
-Will

#1
09/04/2004 (3:55 pm)
Looks pretty nice :)! the one big thing i think i needs, is more polys in the thigh/calf area, but it may just look boxy to me because of the angle. i'd suggest putting up a side view so people can see the overall model a bit better. if this is just a few hrs. of your work i'd bet that the final version would be worth my money :).
#2
09/04/2004 (4:05 pm)
Overall shape looks good - if you want better crits post up a wireframe view so we can see how its built/poly usage

the texture is really blurry needs to be sharpened up more
#3
09/04/2004 (4:17 pm)
Thanks for the crits.

Yea there's lots of tweaking to be done to the legs/arms and overall shape.

Plus I still need to add pouches and other things.

Here's some other angles and a wire:
Another Angle
Wireframe

Cheers,
-Will
#4
09/04/2004 (6:32 pm)
Hey Will,

Funny coincidence, we both have the same first name and we're both making a SWAT model... :)

Take a look here... you can see the wireframe if you want to refer to it:

www.garagegames.com/mg/forums/result.thread.php?qt=20311

I like how you have the details in the vest... I kept mine kinda blank.
#5
09/06/2004 (11:52 am)
Hey!

Woa, I think yours is really cool, I love the helmet/goggles. I can really picture that guy waving a gun in my face in a near-future type game :)

here's an update on mine:
will.porcellus.com/swat7.jpgOnly about 950 polys at the moment, but that will probably increase.


Cheers,
-Will
#6
09/13/2004 (3:52 pm)
Ok, Progress update:
Now he's about 1500 polys:
will.porcellus.com/hiswatfront.jpgand close up on head:
will.porcellus.com/hiswat.jpg
Cheers,
-Will
#7
09/13/2004 (4:32 pm)
Nice! :D

How did you go about making the face texture?
#8
09/14/2004 (11:35 am)
Thanks,
To make the face I actually rendered a much higher poly head from 'Poser 5' and then built off of that.
#9
09/14/2004 (11:55 am)
Wow, you guys f***ing rock!! thanks for the great work, to both the Wills!

@will burgers -- only thing I could say is the boots look a little funny to me with the shin guard things making them stick up in front. maybe that's real cop gear you're copying in which case you know more than I do about it, but it doesn't look like boots I'd expect a cop to wear. Minor thing though, the face and jacket totally kick butt!

if either of y'all are coming out with swat/general cop content packs anytime soon, definitely put me on the list of customers!

PS both of them might want some groin protection, if they're all-out assault models. :-)
#10
09/14/2004 (1:04 pm)
Nice job with the textures and UVs so far. No really noticeable stretching or warping. However, some things jump out at me:

1. The face doesn't work. It looks too big for the head (the eyes give it away, since human eyes are located roughly halfway down the head)
2. The helmet is too small. From the pictures, the helmet right now looks like it would crush the guy's skull. Size it up some. Kevlar helmets are big. There's the thickness of the helmet itself, and then there's the inner harness.
3. The boots are somewhat off. The soles, for one, shouldn't be sticking out laterally like that. And they shoould be thicker. The upper portion of the boots are a little loose-looking. Typically combat boots are meant to provide ankle support, something that these boots don't look like they'd do very well.
4. His torso looks a little short, I think.
5. Might want to define some cargo pockets on his pants with a couple extra polies, instead of leaving that to texture (those pockets get pretty bulky with gear).
6. You might consider adding some extra loops around the shoulders and knees, to aid in deformation during animation.

Don't let my comments fool you, though. Like I said, you've done a pretty good job so far with the modelling and texturing, but it needs a little more work.
#11
09/14/2004 (1:28 pm)
Thank for the crits and comments Teck, I'll work on those things.
Yea I realized the helmet was too small right after I posted the pictures, but it took me so long to get it to be the right shape that I was happy with it :) .

Don't worry about hurting my feelings or anything, the reason I post these pics while I'm working on it is so I can get advice on how to make it look better, don't be afraid to tell me when something sucks ;) .

I'll also see what I can do about tweaking the face and torso.

Cheers,
-Will
#12
09/14/2004 (1:51 pm)
Ok, did some tweaking to the face and torso, haven't gotten to the boots yet:

will.porcellus.com/newswatfront.jpgwill.porcellus.com/newswat.jpg