OverDose: Meet... The Infiltrator

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
o'dium
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OverDose: Meet... The Infiltrator

Post by o'dium »

Well, what can I say…? OverDose has a LOT of media coming your way in the next few months, but we won’t just be releasing it all in one go… Instead, its much more fun if we release it slowly… We love to tease ;)

But teasing isn’t much good without a LITTLE something every now and again, right…?

Meet… The Infiltrator.

Sexy… Stylish… Good with kids… Just a few of the terms that you could never associate with the Marauder “infiltrator”. These guys are on the front line, making sure their team mates are stocked up on resources for the battle ahead. When designing the Infiltrator, we wanted to try something a bit different.

Image

Now in the field, its not always a simple task for a Marauder Locum (Medic) to simply revive a fallen team mate… Hell, what if he’s in several pieces, for one? Like other Marauders, having spent so long in the old dead wastelands, the Infiltrator is a mess of a person. We really wanted that feeling of a sickly, disgusting mutant that was stapled together to shine through but in a way not really expressed in many games these days.

Image

Hence the gimp mask… The torn clothing… The decapitated head he keeps as a trophy? Not exactly mainstream ideas that games get away with these days, right? But we thought they were cool ideas none the less. I mean… The guy has a frickin’ decapitated HEAD on his belt… What’s not to love…?

Image

But you know, this guy was fun. He was created by a really talented modeller/artist called Ben (Jamin). When choosing the model he wanted to do for us, he was pretty sure he wanted to try something different… Anybody can do a Marine, right? So he tried his hand at a Marauder, and from day one was adamant to stick to the concept as close as possible. In fact, one thing he was sure he wanted was flies… (You can see the original concept here)

Image

And so, it was written… Ben shall have flies. And thus, with a few weeks worth of love and sleepless nights… The infiltrator was born, freshly ready for the battlefield and more than willing to get his head blown off…

Here’s a few fun FACTS:

1) The screenshots above are all taken directly INGAME. No post work was done other than adding the grid effect to the background. What you see really is what you get. That includes the rim lighting and SSS you see here.

2) Yes… That includes the flies, which buzz around the decapitated head while ingame.

3) Custom heads have been designed and created; They are just not being shown yet.

Stay VERY glued to the site over the next week, as I’ll be uploading a few other surprises that you won’t be expecting, including a little cameo from a furry little friend…

http://www.team-blur-games.com/overdose
Last edited by o'dium on Fri Sep 03, 2010 11:45 pm, edited 1 time in total.
Silicone_Milk
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Re: OverDose: Meet... The Infiltrator

Post by Silicone_Milk »

He needs a necklace made of chopped off fingers.

Looks great. To be honest, the character model looks more impressive than the level shots.

There are two things that bother me. Just two.

1.) I'm not sold on the metal belt piece. It doesn't look like it belongs on him and looks almost like an after thought of extra detail.

I think maybe a leather material would be better suited in place of the metal for that belt. You could get some wicked detail in there too with a cracked leather material and some grooves nicked out of the edges of the leather for wear 'n tear.

2.) The decapitated head. It's a funny little trinket to give the character some... character. But what purpose does it serve him? It looks like it would just be in the way and potentially snag on jutting pieces of metal as he runs away from enemies... :P

If you wanted to demonstrate his fetish for dismembered body parts then something like a finger necklace or optional "face mask" (Hannibal Lecter style) would do a better job without being intrusive on the overal design of the character (or his functionality ingame).

Great work though O'dium. I look forward to seeing some more characters :)
dichtfux
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Re: OverDose: Meet... The Infiltrator

Post by dichtfux »

Great shots again O'dium. Though I agree on both points with Silicone_Milk.
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obsidian
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Re: OverDose: Meet... The Infiltrator

Post by obsidian »

Looks great. Along with the points above, I'm also not digging the fanny pack. Other than that, he's one scary looking dude.
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ShadoW_86
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Re: OverDose: Meet... The Infiltrator

Post by ShadoW_86 »

I'm really not happy that i have to write it, but I don't really like this model :/. First of all I think that trophy head is just an overkill, and it's big one. Also the bag he has at his belly. It's quite big bag, I can't really think how is that possible to run with sth like this attached in that place. If you really want such bag, I would rather have it behind, on the back. Both bag and trophy head makes it a little silly when I think that this person have to run and shoot with those. Well, and then comes my biggest concern, for me there is sth wrong with scale proportions of the body. Just slice this model in half (front look model) at the belt height. When I try to do it, and look separately at top part, and down part, I have this impression that lower part is too big (or upper is too small). When I look at whole model, those legs are huge. I'm pretty sure you won't like to hear this, and probably it's to late to change things, but that's just what I thought after looking at the model :/. Waiting for more maps screenhots tho! ;)
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o'dium
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Re: OverDose: Meet... The Infiltrator

Post by o'dium »

Wow... Wrong much? You must be one of those random guys who thinks the Q3 "dwarf" size is correct, or that the long arms of the HL2 universe is correct...

Anyway... I'm gonna ignore that entire last post, because the scales are pretty darn spot on.

Other points:

1) The head doesn't mess with anything, and wont mess with anything. Theres no way for it to "catch" on anything either thats not what clip models do. Its just different thats all.

2) The belt may seem odd but it was planned that way from the start and yeah, far too late to change that now as the model is finished.

3) The reason this guy has a pouch on him is because... ZOMG... He gives them out... Its almost like it was planned...?

Seriously, I know some people will bitch regardless, because its me, and thats what you feel you have to do... And the first few posts? Totally legit stuff, and I can see why you would bring things like that up. But Shadow... Dude seriously, how in gods name would cutting the model in half and removing stuff that makes him "HIM" design wise be good...? We based OverDose around REALISTIC scales. Player models are 6 feet tall, the camera view, is six feet tall. The screenshots were taken with FOV 10 to give nicer FOV. This is important stuff, but it seems like you have been playing Q3 far too long :P Remember Q3 models are like 4 foot tall...
dichtfux
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Re: OverDose: Meet... The Infiltrator

Post by dichtfux »

I doubt that Shadow criticizes the model because it's you. (Why would he do that?)

And I think he didn't suggest to cut things out. He just said that the scale of the lower part doesn't fit the scale the upper part. This seems indeed to be the case if you think of the metal thingie as the center/cutting plane (but to me it feels more like that guy is wearing it around his belly instead of his hips and that the proportions are ok).
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o'dium
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Re: OverDose: Meet... The Infiltrator

Post by o'dium »

The scales were based on an anatomically correct base mesh, not like we just guessed lol Its likely FOV 10 thats throwing you off because thats what I took the pics in (To get a better more standard FOV)

Heres a quick shot in a test map with normal FOV to show you scale (Ignore shadows, didn't set them up):

http://www.team-blur-games.com/odium/ingame1.jpg
4days
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Re: OverDose: Meet... The Infiltrator

Post by 4days »

looking great. assuming it's a player class and that the other classes aren't all wearing specific hats - could maybe make the mohican spikes on the head a little thicker so that its silhouette is easier to recognise.
Anthem
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Re: OverDose: Meet... The Infiltrator

Post by Anthem »

o'dium, what are you talking about? Shadow was just giving feedback. If you didn't want the feedback maybe you shouldn't have posted? Shadow is no idiot; he is perfectly capable of contributing to this thread.

That being said I do like the model. Even if there were scale issues, it's likely not going to be noticed by a player simply because he or she probably isn't looking for them.

The clothes it is wearing seem a bit too clean, though. I like that its shirt is ripped, but the pants seem too normal. Perhaps add some grunge and blood to the textures. He looks quite intimidating, though. It's a pretty nice model. :)
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o'dium
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Re: OverDose: Meet... The Infiltrator

Post by o'dium »

Thats technical flaws, stuff I'm looking for, you know "Holy shit how can you have missed the fact he has no foot?" and shit...

Then theres "I don't like the colour of his socks" kinda posts that just... They don't need to be here, ya know? Everybody has different tastes, and so far the head has been a major plus.

But most of all I had to defend the scale. Check the pic I posted before, for it in a normal scene, with normal FOV. Thats why it looks slightly off. You have to remember those renders are beauty renders in-engine just to show detail off. The guy is in a totally unnatural T pose with an odd FOV, of course he looks really tall with long legs. You pick any game out there now, and find me one character that isn't bent and is fully straight like that?

Besides... Jesus guys, hell, this is me? *waves* Do you REALLY think I of all people would let something huge like player scale, get messed up? We spent a long time scaling the model, and its actually using many photo refs and various orthos to get this scale, which is 6 foot tall when fully stretched.

Ingame, he will be hunched over, legs bent in a nice pose, he WILL look more natural...

Also you guys have kinda been feeling some of the flack of my arse of a mood from ModDB. Theres a huge discussion going on atm because the ear, well, it isn't in the right place or something... And its just like "hello, we have the mesh, trust us... Oh and heres 90 million pics, compare them yourselves?" to which we get "No, the ear should be..." etc... Its like hitting a brick wall...
ShadoW_86
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Re: OverDose: Meet... The Infiltrator

Post by ShadoW_86 »

Hey o'dium! First of all, as I said it already in the past, I'm big FAN of the whole project, and waiting to get it into my hands :). I really like what you are doing there. Then, I really don't think there is a reason to get upset or something about my comment, it's not that I cry it's bad and you should change it. I just wrote few quick thoughts after looking at picture for 20 sec ;). Really, really no rison for going into 'skinmater' mode, and yes you are right it will look ok in-game. Hehe, I actually understand you, it's a little frustrating when you put so much time and effort into something, and then somone else criticise it. I'm map developer, so I know what does that mean ;). Really, I hope ther's no hard feelings :).
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o'dium
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Re: OverDose: Meet... The Infiltrator

Post by o'dium »

Mate its just so one of dem days, trust me... Some people are being so over the top with the crits its unreal, really is... Sorry for any harsh words anyway dude.

Really can't understand it, I don't think we have ever release a media piece thats got so much negative reaction... I just dont get it, hell even the concept was upload well over a year ago, so I just don't see it... I mean yeah we have a lot of people saying good things, of course, but the nay sayers are really digging in deep...
^misantropia^
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Re: OverDose: Meet... The Infiltrator

Post by ^misantropia^ »

Odium, I know you're the terminally insecure kind but if you don't want constructive criticism, you shouldn't post in LEM.
o'dium
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Re: OverDose: Meet... The Infiltrator

Post by o'dium »

Bait much? Or would you like to go dragging on a topic thats already been spoken about? Go troll another thread.
^misantropia^
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Re: OverDose: Meet... The Infiltrator

Post by ^misantropia^ »

Talking about your general attitude, not this specific topic (though it's a good show case). You're probably an okay guy in RL and I don't have any beef with you, but your topics always end up like this.
o'dium
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Re: OverDose: Meet... The Infiltrator

Post by o'dium »

The only other topic that ended up "like this" was with that other guy, skinmaster or whatever his name was, and if you really think that was to do with me your mistaken.
cityy
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Re: OverDose: Meet... The Infiltrator

Post by cityy »

Now where we are at it already..

SKINMASTER
K
I
N
M
A
S
T
E
R

<3
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^misantropia^
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Re: OverDose: Meet... The Infiltrator

Post by ^misantropia^ »

For some reason I always prepended that guy's name with "fore". Dunno why.
User avatar
MKJ
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Re: OverDose: Meet... The Infiltrator

Post by MKJ »

you and me both sir.
Silicone_Milk
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Re: OverDose: Meet... The Infiltrator

Post by Silicone_Milk »

^misantropia^ wrote:For some reason I always prepended that guy's name with "fore". Dunno why.
lol

@O'dium - I didn't mean the head would literally catch on things in the game. I meant that if a dude in reality had a head strapped to his waist he'd most likely snag it on random stuff. I just don't think the head works. It looks really out of place to me.... like giving Bitterman a novelty beer helmet.

My favorite part of the model is actually the texturing work. I really like the stitched seams where his flesh has been sewn together.
obsidian
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Re: OverDose: Meet... The Infiltrator

Post by obsidian »

o'dium, I think all the regulars in LEM are for the most part cool people who are just giving you their honest opinion about your work. No need to be defencive, everyone is entitled to their opinion, and of course, your opinion on your own work takes precedence over theirs. So if you don't agree with them, no need to argue it, just tell them thanks for the thoughts and that you'll think about it and move on.

I think it would have been cool if it were a pouch made from the skin of a head (skull removed), inverted so that he can pull stuff out of the neck with a draw string to close it up. It might be a place where he can pull out ammo, grenades or other tools.

What's the story with these dudes, are they more like Strogg/borg guys or mutants or just scary goth dudes who took body art a few steps too far? It's pretty twisted looking and reminds me of some of the characters from that Clive Barker game.
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jal_
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Re: OverDose: Meet... The Infiltrator

Post by jal_ »

I'm not very found on the concept of a class based multiplayer with creepy models, tbh, basically cause creepy characters tend to look brainless and one likes to imagine his teammates as smart people ;)

But the model is cool. No doubt about that. My only complaint about the art itself is that the skin is too glossy. I'd look for creating more contrast between flesh and metal in the specular map. In short, imo it has too much gloss on flesh and clothes, too little on metal.
dONKEY
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Re: OverDose: Meet... The Infiltrator

Post by dONKEY »

I like it. I agree with the critiques, but I like it. The whole project looks pretty damn awesome tbh. o'dium, we've had the odd clash in the past, am not getting into all that. Of course there are things that could be better, the same goes for every game and every game asset ever made. On the whole, the effort that has been put into your project is really quite staggering. Anybody that produced stuff deserves applause, even more so when it's of this quality. The guys ain't saying anything's bad, just offering opinions on how it could be better.
o'dium
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Re: OverDose: Meet... The Infiltrator

Post by o'dium »

With regards to the spec, I'll try and tweak the power and scale settings in the material, but the light was set up rigth in front of the model so its bound to look a little more glossy than normal.

The basic background on the Marauders is that they are us, human, but have adapted to life in the wastes to such a degree that its warped both mind and body. Their medics are ruthless at best, stitching bits and pieces on in favour of letting them heal... Pretty warped to be fair. It comparisons to Strogg are gonna be there regardless, but tbh we really did want to try and make Strogg that were not "Strogg" if you get me.
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