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created KZ2 characters
on 06-09-2009 03:28 AM
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, null,
18 Posts,
Join Date Jan 2009,
Location Lithuania, Vilnius
, null,
18 Posts,
Join Date Jan 2009,
Location Lithuania, Vilnius
, null,
18 Posts,
Join Date Jan 2009,
Location Lithuania, Vilnius
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Amazing work, seriously. These are some freakin kick ass character models, very nice poly counts on them also. Good stuff man
Thank you, thank you very much
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, spline,
124 Posts,
Join Date Jun 2009,
Location San Diego
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Looking good so far  I haven't played kz2 so I can't really crit on accuracy but the textures do look nice
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, line,
71 Posts,
Join Date Jun 2009,
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Let me be the first to say those blow my mind. Thanks especially for posting the undone one, it's cool to see some of the process. Awesome work, mate.
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, vertex,
28 Posts,
Join Date Jan 2009,
Location San Diego
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Great stuff man! I really loved this game, was one of my favorite games of this generation! Thanks for sharing!
The only thing that bugs me, and it probably wasn't your decision, is those large plates on the scout's hips. Whenever I think of a scout, I think of someone that can really run fast when he needs to. It feels that those plates would really be awkward to have on at all, let alone when really trying to sprint. That's just my personal opinion
Really dig these though. You should do some beauty renders of them!
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, spline,
170 Posts,
Join Date Jun 2006,
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Radec looks awesome, it already did ingame, but the rest of the characters look sooo odd looking at them in this pics. Maybe It's the presentation, and the bland lighting, i don't know.
Top notch work tho!
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, polygon,
622 Posts,
Join Date Aug 2007,
Location Portugal
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Jarod1872 > thanks!
Flewda > yes its wasnt mine, all chars were done as close as possible to the concept art from production team.
[HP] > yes i agree, they could look much better in engine and in game, couse they use complex coposit shaders and lighting that gives nice look and feel. There is no shadows and no proper lighting just single light.
Last edited by Dodgeas3d; 06-09-2009 at 05:06 AM..
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, null,
18 Posts,
Join Date Jan 2009,
Location Lithuania, Vilnius
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Man, thank you for showing some of these characters off, probably some of the coolest designs that I have personally seen in a game, nice and beefy = win for me
Great work Dodge 
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, dedicated polycounter,
1,816 Posts,
Join Date Jan 2005,
Location London, Ontario
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Not trying to be the rain on the parade or perhaps I'm getting old for this but I disagree a bit with all said above. Don't take me wrong, this is solid work but I'd expect a little bit more for a professional work for such a big game. The textures especially could get some more work on them.
Don't take me wrong, just my honest opinion...
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, polycounter,
782 Posts,
Join Date Jan 2005,
Location Wroclaw PL
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maya viewport is notorious for destroying good art. these are actually really nice for the time. better renders are a must.
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, polygon,
686 Posts,
Join Date Aug 2006,
Location San Francisco
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Awesome, I really like the look of the KZ2 characters. With the animation they're some of the best in game characters I've seen.
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, polygon,
739 Posts,
Join Date Nov 2007,
Location Portsmouth, UK
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hey thanks for sharing dude!
any chance you're allowed to show the wireframes? I'd love to see them.
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, veteran polycounter,
2,656 Posts,
Join Date Feb 2007,
Location Albany, NY
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Awesome work man!
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, spline,
168 Posts,
Join Date Mar 2009,
Location Hull (uk)
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Thanks for showing, very nice.
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, null,
3 Posts,
Join Date Jun 2009,
Location grmny
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Looking good! Just like in the game!! 
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, polygon,
636 Posts,
Join Date May 2008,
Location Dallas Texas
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That's awsome that you got to do radec :P
Support trooper + templar are my fav's, great stuff man.
And yeah the maya grabs do kinda kill them a bit but they look cool ingame... also wouldn't mind seeing wires (if you're allowed to post of course)
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, triangle,
433 Posts,
Join Date Jul 2008,
Location Melbourne, Australia
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Looks nice and solid. Although it might not be optimal for presentation purposes, it's really cool to see them in standard Maya light as regards to how much is in the model and textures and how much is handled by the engine.
I like how most of the designs are rather dimmed down and feels realistic. Kind of what Half-Life 2 had going for their combine soldiers too.
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, line,
82 Posts,
Join Date May 2006,
Location Viborg, Denmark
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Quote:
Originally Posted by Vitor
Not trying to be the rain on the parade or perhaps I'm getting old for this but I disagree a bit with all said above. Don't take me wrong, this is solid work but I'd expect a little bit more for a professional work for such a big game. The textures especially could get some more work on them.
Don't take me wrong, just my honest opinion...
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or maybe you cant read? its a maya view port grab with blinn shaders, everyone knows a bad render can make a good piece of art bad, dont look into it
he looks like this in game
http://img19.imageshack.us/img19/2223/helghast.jpg
(giant image but shows every multiplayer character)
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, line,
67 Posts,
Join Date Jan 2009,
Location Coventry, England
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tadpole3159: Just because they're screengrabs from Maya viewport doesn't mean they have to be lit poorly ;)
The High Quality rendering mode in Maya can actually show stuff pretty well, if you have decent material settings and a few lights. Using the defaults is always going to look less impressive, and I don't know why Dodgeas3d didn't spent 5-10 minutes and throw a few lights into the scene.
Since he's showing them here as screengrabs from Maya instead of the game, people are of course only going to critique what they see. That is why you should always try to present stuff as nicely as possible.
That said, I quite like these models, although I have to agree that the texturing does seem quite flat and lacking detail here and there. Fortunately the lighting and postprocessing in the game does a lot to help that.
Out of interest, were the 2048x2048 textures the final in-game resolution for these characters, or were they down-sized for in-game display?
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, Administrator,
11,475 Posts,
Join Date Oct 2004,
Location London, UK
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Yeah, you really have to look at these models ingame to appreciate how good they truly look
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, triangle,
441 Posts,
Join Date Aug 2005,
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Looks like they down-rezed judging from this image:
http://ps3media.ign.com/ps3/image/ar...9055117890.jpg
This was the only one I was sure made it into the game, from comparing the models here with what I found on image search.
Even this character they made major changes to, like the goggles and mask are different on the in-game version, and they did a dirt pass on the textures.
Still, solid work. Thanks for showing. It is interesting to see how the models evolved in the final game.
"Today is your victory over yourself of yesterday.
Tomorrow is your victory over lesser men" - Miyamoto Musashi
Wolfire Games
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, dedicated polycounter,
1,880 Posts,
Join Date Aug 2005,
Location Berkeley, CA
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Vitor > the textures I made didnt go straight to game, they were enxanced with occlusion and dirt in game engine. Lots of stuff including lighting were coposited realtime so they were able to use numerous light sources etc... the game beauty isnt just in textures (for final render realtime they were 1024x1024- for whole body, that means > 4 square peaces 512x512 for legs+torso+arms+head) its all in final look, shaders etc.
stimpack > maya viewport is good to get real texture feel and look without the lighting, it pretty good shows normals and specular that was needed for feedbacks.
bounchfx, Nizza_waaarg > ill add wires later and the better quality images too. have to digg them ;)
Mathorne > thanks! yes lots of work took lowres and shillouette of the characters, rather then textures itself, seems to work well. For maya i used it to represent the real look of textures as they were main feedback material.
MoP Ninjas > yes i agree i could do better lighting and so on , i just took screengrabs that i used years ago.
I wasnt allowed to make too much dirt and stuff, since postprocessing did alot dirt and gore stuff in engine.
Anyway thanks all for crits and feedback! and sorry that i was lazy to render with proper lighting...
Anyway it was good experience and I learned alot from this.
KZ3 will be much better 
Last edited by Dodgeas3d; 06-10-2009 at 12:30 PM..
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, null,
18 Posts,
Join Date Jan 2009,
Location Lithuania, Vilnius
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Quote:
Originally Posted by Dodgeas3d
KZ3 will be much better 
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Polycount gets exclusive confirmation on KZ3... yesssss!
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, dedicated polycounter,
1,816 Posts,
Join Date Jan 2005,
Location London, Ontario
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