{WIP}German Player Model


Pezz3D
10-10-2007, 05:13 PM
I've been working on this model for about two weeks now. It should replace the sniper... Anyway still need to add a visor, belt, and holster.

http://pezz3d.entityshift.org/germanlow.gif

low polly model so far.

http://pezz3d.entityshift.org/german9.gif

High polly for normal mapping so far...

http://pezz3d.entityshift.org/normalgerm.gif

high polly face...

http://pezz3d.entityshift.org/headnormalled.gif

normal mapping applied to face.

I'll release an SDK so if anyone want to skin this on the forums they can, Polygon might be giving the textures a go and so will I.

Trp. Jed
10-10-2007, 05:18 PM
Well it's an interesting style, i'll give it that... :D

Pezz3D
10-10-2007, 05:20 PM
Not quite sure what you mean on that Trp. Jed, if you'd like to crit plz do... always room for improvement.

Watevaman
10-10-2007, 05:33 PM
His ears are a little too big and his face seems to be very bony, but other than that, it's awesome.

Pezz3D
10-10-2007, 05:36 PM
yeah the ears definately need to be pulled back he looks like a troll.

Trp. Jed
10-10-2007, 05:46 PM
Well I just meant it's not very realistic but it does have its own certain style. Of course, I don't know what you're aiming for so it hard to offer much of a definitive comment of criticism.

Pezz3D
10-10-2007, 06:01 PM
My models always tend to have some sort of style. But as for realism, the mesh always looked styled until a texture is applied. I mean I just modelled it, without orthos. But I was going for realism to an extent.(Not going for realism at the cost of enjoying modelling.) Which ussually with my models is realized once the texture is applied.

I think the tunic needs to be reworked a bit, the collar is to rounded at the edges. It also looks too rounded, which makes it look thin. I'm gonna add the pockets to the high poly mesh so they'll show up as normals.

213
10-11-2007, 02:23 AM
you should model off of the original model so you can pass the consistency. and yeah this doesn't fit the style of the game. in fact it looks kind of like a gremlin from an rpg or something, no offense. i would say the proportions are really weird.

Pezz3D
10-11-2007, 03:58 AM
I updated the top image...

Trp. Jed
10-11-2007, 07:39 AM
Yeah, you should heed what 213 said and try and keep the model close to the bounds of the defauly model of you may have problems getting it to work in game.

Pezz3D
10-12-2007, 01:24 AM
http://pezz3d.entityshift.org/torso2.gif

normal mapping on the torso...

Trp. Jed, Thanks for the advice. I'll have to export a model from dod source and match it up.

Update...

http://pezz3d.entityshift.org/germanguy.gif

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