Author : undoz

TF2: Polycount Pack

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Dodgeas3d's Avatar
Old (#1)
Hi polycounters,

Here's couple characters i did for Killzone2 years ago.

All screengrabs from maya viewport.

Soft : 3dsmax 9, Maya 7.0, Photoshop CS, MAXON bodypaint 3d.

Scout: ~9000 tris, dif,nor,spec,illum 2k textures


http://img198.imageshack.us/gal.php?g=64120348.jpg


Radec : ~12000 tris. Dif+nor+spec+opacity+illum 2k textures





http://img5.imageshack.us/gal.php?g=16391629.jpg

Support trooper: 10000 tris dif+nor+spec+illum 2k textures





http://img5.imageshack.us/gal.php?g=57196794.jpg

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Dodgeas3d's Avatar
Old (#2)
Granadier : did googles and lower part of coat with nades and shoulder nades:





http://img4.imageshack.us/gal.php?g=95842519.jpg
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Dodgeas3d's Avatar
Old (#3)
Templar: I didnt finish this one ... but progress as you see
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jacob07777's Avatar
Old (#4)
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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Ihazard's Avatar
Old (#5)
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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Jarod1872's Avatar
Old (#6)
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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Flewda's Avatar
Old (#7)
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!
Josh Powers
3D Artist
www.3dpowers.net
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[HP]'s Avatar
Old (#8)
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!
Hélder Pinto
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Offline , polygon, 622 Posts, Join Date Aug 2007, Location Portugal Send a message via MSN to [HP]  
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Dodgeas3d's Avatar
Old (#9)
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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JasonLavoie's Avatar
Old (#10)
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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Vitor's Avatar
Old (#11)
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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stimpack's Avatar
Old (#12)
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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Target_Renegade's Avatar
Old (#13)
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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bounchfx's Avatar
Old (#14)
hey thanks for sharing dude!

any chance you're allowed to show the wireframes? I'd love to see them.
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Luke_Starkie's Avatar
Old (#15)
Awesome work man!
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19860601's Avatar
Old (#16)
Thanks for showing, very nice.
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Quokimbo's Avatar
Old (#17)
Looking good! Just like in the game!!
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Nizza_waaarg's Avatar
Old (#18)
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)
it's time to ingest sandwiches from my compartment

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Mathorne's Avatar
Old (#19)
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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tadpole3159's Avatar
Old (#20)
Quote:
Originally Posted by Vitor View Post
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...
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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MoP's Avatar
Old (#21)
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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Entity's Avatar
Old (#22)
Yeah, you really have to look at these models ingame to appreciate how good they truly look
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Ninjas's Avatar
Old (#23)
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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Dodgeas3d's Avatar
Old (#24)
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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JasonLavoie's Avatar
Old (#25)
Quote:
Originally Posted by Dodgeas3d View Post

KZ3 will be much better
Polycount gets exclusive confirmation on KZ3... yesssss!
Offline , dedicated polycounter, 1,816 Posts, Join Date Jan 2005, Location London, Ontario  
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