me, in another thread Wrote:I'd like to start by introducing myself. I am a member that joined quite a while ago, and I have been lurking around here for a little while. I'm a very good photoshop artist and a pretty good modeler. Now, onto my question....
I am considering making a multiplayer action FPS. This game is going to focus a lot on the unique weapons and team-based action and strategy. I have several ideas written down / stored in my head, and now I think it is time to acaually start
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Now, three days after that post, I have made a character model for this game. Here are the pics:
http://i25.tinypic.com/dw274k.png
http://i29.tinypic.com/30c3pqt.jpg
notes: In the first picture, the thing on the bottom right that is circled is the poly count for the triagulated model. In the second picture, the things on the bottom right are the skins, the ones further to the right demonstrating some of many the ways how it can be recolored, which will be a feature.
Also note that bump mapping, specular mappig and transparancies (for the thing on his head) are not shown in the preview mode for this application, and I have not rendered these aspects because they are WIPs
Also, I might be using a hand model i made a while back. here it is:
http://i28.tinypic.com/110lm50.png
What do you think?
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This part of the post will be consistantly updated to accomadate new info.
Key:
NO COLOR = casural information, nothing groundbreaking or anything
BLUE = Screenshot post.
GREEN = contains gameplay information.
PINK = same as above, but screenshots as well
RED = information of major importance.
Links:
http://www.idevgames.com/dim3/showthread.php?tid=2210 - first annoucement of project
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Nice.

A little blocky. :P
Ideas:
round the top of the head
the elbows should bend
all the little boxes around the joints and stuff should vary, make them look more interesting, and UV them so the texture fits better (most of them are uv'd fine but a few look odd)
It's a good texture but in some places it doesn't really work with the model (ie: the visor)
He's a little skinny.

For the hand model, I'd recommend taking a picture of your hand, and importing it to your modeler. Then you can get the proportions right.
ccccc Wrote:Nice. 
A little blocky. :P
Ideas:
round the top of the head
the elbows should bend
all the little boxes around the joints and stuff should vary, make them look more interesting, and UV them so the texture fits better (most of them are uv'd fine but a few look odd)
It's a good texture but in some places it doesn't really work with the model (ie: the visor)
He's a little skinny. 
For the hand model, I'd recommend taking a picture of your hand, and importing it to your modeler. Then you can get the proportions right.
nice tips. I will fix a most of these. However, the elbows can acaully bend, it is just hard to notice. if you look at the wireframe, you can see that there is a edge outside of the box. When the elbow bends, the box will stay in place on the top half of the arm. Also, the head will have hair. there will be multiple different styles. I guess i should have mentioned that in my innitail post.
As for the hand, I made that a while ago and i was planning on using a similar tactic as the one you stated to update it. However, I just wanted to post that picture in my post as well.
Just a small note, those red bits can be different colors depending on player choice and what team you are on
Keep up the comments

Just remember that before modeling people, do a lot of research on human anatomy and model all appendages extended.
Looks good!
I thought you are better in modeling because you said that. But its quiet good! Keep it up!

ya it is very boxy and you might want the shoulders to be a bit more flexy looking you know what i mean