soldier

1900 verts. Still need to find a good texture for his black vest.

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Updated with vest:

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Fixed the sleeves and made the camo bigger.

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no comments yet o.o . I started on a dragunov sniper, still workin on it though.

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lookin good so far can I see a wireframe?

Looks good, his torso looks square-ish, make his belly more round.
I don’t think a soldier would wear those kind of glasses though. :smiley:
I like the sniper.

Sorry for the late post, heres the wireframe although idk if thats the best way to show it. I have a walk cycle going and a combat knife as well.

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Take a look at this video , it shows how do do good wire renders.
The aiming shots doesnt look realistic, his head is bent sideways, not supposed to be like that, try to position your body like you would aim, your body turns not your head.
I found some images to help u out
http://www.free-stockphotos.com/images/soldier-with-rifle.jpg

Here one i found in a sitting position:
http://img.photobucket.com/albums/v107/Lumpy196/M14_SS.jpg

The vid. was not loading for me for some reason. I tried rotating his body forward and to the side so i could rotate his head back the other way. anything else I could move around to improve it?

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Looks great, I liked the way is head is a bit titled for the aim.
But I would make a different hat, that looks sort of a … cowboy hat.

Much better! But try this…
Move the right shoulder back a little, move the elbow slightly behind the shoulder, and at about a 45 degree angle to the body, make the forearm somewhat parallel to the ground, as well as the head, make the head look straight with a little bend to the right, but not forward. Movie the left hand(palm, wrist, not arm) closer to the mussel(in the middle of the grip not at the back end).
I have an excellent image for you, he is slightly leaning forward but still should be a very good reference: http://www.ldesign.com/KGLPhoto/Photos/WarPhotos/RM2.N.SHOOT.WOMEN.JPG

some more good once:

http://states.ng.mil/sites/MA/News/PublishingImages/2009/05/090319-A-4290L-077.jpg

The video works fine, check it again, it is good info.
but here is a summary:
*shift-d a copy of the model
*make a new material for it
*enable shadeless,wire,ztransp
*set zOffset to about .01 to .04 <-might need to play with these values
*in the shaders panel put spec and hard on 0
*Render (both meshes, one will be the original solid, other is the wire, make sure to remove the color though from the solid, make it white, maybe throw in some ambient occlusion)

EDIT:
Ya, like Curely said change the hat, you probably eithr want a helmet or a cap.
another image, he is holding a hand gun here thogh so a little different…
http://userimage.gamespot.com/images/profile/0/2/21607892702404638005164535066520/sig_image.jpg

unfortunately I opened it up and my sniper is very messed up because its made in pieces and some pieces are in the wrong places, its nothing I cant fix but its gonna take a while because i have to re-do all the keys for my walk cycles and positions, anyways since I am to tired and sick to tackle that right now, heres three hats I have circulating right now, my one hat you guys said looks like a cowboy hat is actually a perfect circle but i definately see what you mean there. I also made a simple cap and low poly helmet I am still working on.

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I think the other 2 would look better on the soldier.
I would suggest making the hat maybe about 2 times higher…if not 2x, something, it it definitely too short.
I think it is a good idea to make sure your models are in good shape before animating them…but that is just my opinion…
Suggestion for sniper: parent all the pieces to an empty and make keys on empty, or join the sniper pieces into 1 mesh.
Oh, for animation, i think it would be better to use linked meshes(i mean linked blend files), that way, you keep animation and mesh editing separate. I think they did BBB , and they are doing Sintel like that. If you are interested in that and want further info, ask me.

good work robot =] i finally got clothes on mine too lol, i think the first hat in the 3 you shown would suit it better, and some nice work on the poses, its gonna be so much better when you have him moving and all sorts

DDD - i am starting animation myself now, and after reading your comment i would love to hear more about the linked blend files ;o

@sillymuchie
OK, so here are some resources on Library Linking
To begin, i suggest looking at a video in the Durian post Colin made:
http://durian.blender.org/news/library-linking-asset-management/

The video mostly talks about the general setup and how one would use it.
Here is a link to a video tutorial, on how to actually do the links:


Note:This only covers the bare basics of library linking

Here is a blender documentation page on library linking:
http://wiki.blender.org/index.php/Doc:Manual/Data_System/Linked_Libraries

Hmm…upon searching the web, it looks like there are very few tutorials on animation and library linking as shown briefly in the Durian video… thus I am thinking about creating a video tutorial on this topic.