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Screens/progress Of The Thief Model


Fingernail

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How awesome!! It's neat to see color/texture on the character! I'd suggest a more serious, intense look through the eyes. This could be accomplished through some eyebrow tweaks you already mentioned were needed. E.g., a slight scowl. Well done so far!

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I think you need to raise the nose and mouth a little bit. At the moment the face has very little chin, and the nose seems extra long. Here's a touchup to illustrate.

 

Thiefface.jpg

 

I also thinned out the top lip a bit and gave him a more prominent browridge. I also made his cheekbones stand out just a bit more.

 

Edit: After looking at this some more, I think I would raise the mouth up just a bit higher.

 

Edit again: Ok, I've raised the mouth and made the bottom lip a little less wide.

Edited by Springheel
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I think our thief should have a little scruff... some 'five o'clock' shadow, if you will. After all, we're talking about a dingy, oily, etc. environment and I don't think it's as realistic to have a squeaky-clean, clean-shaven thief. He's just getting by on odd jobs anyways and probably doesn't care too much for personal hygiene.

 

Even though his nose and mouth will likely be covered by cloth eventually, texturing underneath with some scruff might still be a good idea.

 

I liked in T2 when the guards would sometimes mumble something like, "Oof, good lord, what's the smell?" when you got near them. I'd like us to look into doing this for DarkMod. It added another element to the AI -- they were subtly reacting to you being nearby -- but they never knew what it was or that it was Garrett. Just a polishing touch that I appreciated and was sorry to see not present in T3. Thus, another vote for why 'scruff' would be good to have.

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It's looking good, DO. You improve it each time. If you don't mind some more crits....

 

I think the nose is better but still a little too long. It also has a very strong slope...it should either be brought out more at the top or less at the bottom. Did you move the mouth and nose up as I suggested? If so I would do it a touch more...he needs more room for a stronger chin.

 

The eyebrows and wrinkles are great. I think the bottom lip needs to be less wide horizontally. Male lips do not tend to stretch out to the very corner of the mouth.

 

If it would be helpful I'll redline it...let me know.

Edited by Springheel
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I used to have a nose. But nowadays I have to use this bannana. Otherwise that is looking a bit like a head. A head with very low ears. But yeah, its really good work. I'd quite like an ever so slightly pointier chin, and slightly fleshier cheeks just under the eyes there. Am I high maintanence? And not having a neck will help him hide in the shadows. I'm sorry. Apart from those things its fantastic

Edited by jay pettitt
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We're eventually gonna come to a question about DeepO's character model that is of dire importance, a question that we've all been dreading and might potentally cause massive fights to break out across all the boards in a neverending war of flames. But still...this question must be asked...

 

"What kind of hair style should our thief be sporting?"

Edited by Renzatic
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I could easily modify my existing Thief character very quickly for this game It's allready high poly so the souce for the normal maps is already there, though I'd probably have to add a lot more details in ZBrush, since I never orginally intended it for that purpose.

We're going to need more than one thief character anyway, right?

Maybe I could make mine more of a blade/assassin type thief, complete with twin blade on his back ala Legolas and shurikens (etc) since a lot of people love to play a more agressive thief style as well as ghosting.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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I'm a big fan of your thief model, but our intent (at least at the moment) is to have only a single model as the main character. Multiplay is something we have talked about but it won't be attempted until we have the basic mod done, and probably even the campaign. So the idea of being able to choose between different models is probably not useful. But...

 

We do need to have different thieves in our game besides our main character. Deep Omega was thinking about using the main model minus the mask, but it might be better to use a different model. What if we used your thief model for that? It would be for other thieves, assassins, etc. (although I wouldn't make them too 'cool' with the double knives...our main character should be the coolest.)

 

What about the other models on your site? As I was looking at them, I noticed several that would fit very nicely into what we're doing. Are they something you would be willing to donate or are they already spoken for?

Edited by Springheel
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ThiefNew13.jpg

 

Differences are probably subtle, so here's a closeup of one of the obviousest areas:

 

ThiefNew14.jpg

 

Note the softer-ness of the armor, plus the seams and such. Hooray for worked leather! Will probably make the biggest center part less extreme eventually, but next step for now is detailing on hands and boots - probably stitching, too. Hooray ridiculous detail!

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