Mentality is a story driven horror fps for release around November 08. The main attraction to this game is the mental instability of the character you control; this means his perception of reality and his mind is often hazy, allowing interesting environments and characters. The game is about an infection that has overrun your location. The inhabitants have become mindless beings; they are riddled with the virus that eliminates all social interaction skills, and they generally prey on any uninfected life forms. Whilst long term carriers of the disease are visually decrepit, the amount of time an individual is infected determines how much of their body is physically ruined. You as the player fights the battle not only with the virus and its victims but also with your mind. It constantly plays tricks on you, warping the scenery/atmosphere and voiding any comfort zone you thought you once had. Brace yourself.
The soldier in the source engine. Featuring specular/normal/luminance maps.
looks nice i but i think it could be a bit better
Hey thanks for the comment, but could you perhaps be more constructive and mention how it could be better? It'd help more in the future perhaps. Cheers
ya not much help there ... but this is great. Not sure what the brown strap thing is on the boot and I dont like the pouch on the should, but cool.
its the zipper lol
Yeah what he said :P - We'd love to make it the best we can, but only if can tell us what needs improving!
Well as I've seen work come from my modelers, I'll give a positive critique. The knee pads look like there right on the middle of the shin, not on the knees. Maybe it's just me. The model looks great, I like it, of all things I would use this in my mod as well, I like how th weapon is in the characters hand in the render. Very nice work guys.
Thanks for the critique, in the case of the knee pads i can see where your coming from, but i think whats throwing that off is hes wearing pretty high boots, so they go up his calf a bit. and then for the knee pads to be shortly after makes you think hes got the stumpiest shins ever:P. Thanks again.
well the shoes are a bit square but this is still w.i.p. right?and the googles are a bit to orange try a different color and the pockets on the vest look a bit random but hey that is just me
Thats better:P Yeah the boots do appear to be kinda squarish, i think its sorta highlighted by how it was unwrapped. its hard to get rid of that seam. Im gonna be unwrapping the feet diff next model:P And for the pouches i think were moving one on account of animations so we could move the rest around and see if it looks better. with the eyes do you mean they are too orange or u dont like the orange? we tried a few diff colours but kept coming back to orange.
The orange is too bright, looks like it's glowing, or something. It needs to be duller, like a translucent plastic orange, or a duller orange. Right now it looks like he's got lightbulbs for eyes, when it should be more like glasses or a visor, yeah? That's what I think, anyway.
The orange does glow, so does the radio on his shoulder to an extent:P
Pancreas
This model looks great as I said earliar. I see where your coming from now about his boots. Could you pass on a message to Mr. SWilliams for me, I would like to talk to him further, and I'm going to assume he's the project leader as well. It's nothing bad just want to ask him a favor
Great looking model...except reminds a bit of Hunk from RE or SAS soldier
Hey guys, thanks for all your support and crits, its always welcome. To Patrick, cheers buddy, its only after getting someone who hasn't seen the model before to give us another perspective on it.
We as a team has set restrictions on poly counts and we used them were they are more needed for deformation on the model. We could probably adjust a bit to make it seem not so noticeable.
And Token, thanks also. I'll let Sam know when I see him next, thats if Pancreas doesn't get to him first :P
I actually sent him a message last night and just replied to his reply to my message. If you guys need any help or anything just let me know and i'll see what I can dig up.
glad to help
It could be the angle, but I think his torso is just a tad bit to short. Right now it appears that the vest ends and the trowsers begin about where his naval would be at. I don't know about you, but a wedgie like that would be very uncomfortable. Other than that one slight area I see, it looks superp.
he looks out of proportion the skin is nice though
Thanks guys for the comments and great feedback, we really appreciate it :)
Those knee pads being so low and poofing his pants out so much makes him looks a little clownish :P Maybe if you raised them up and lessened the poof too he would look more menacing. It sounds so easy lol but it's not, I know. I really like how the modeler puts his symbol on some of his skins too :D
This is a great model although he's hands could be protected from zombie's biting's.