Development > Artwork

W.I.P. Potential new soldier models (Blender)

<< < (9/14) > >>

Destructavator:
Sure, if you have more experience with this and can help get this moving quicker, go for it - attached in the .zip are two .blend files that are the most recent before I "ruined" things trying to add a vest.  One is just a half, which can be mirrored to make a complete model.

I've gotta warn you though, both of these still have a few issues, with a slightly mucked up neck, a belt that's too thin, and...  uh, well, you'll see when you open the files and start working on them...    :P

BTW, if it turns out you can get a working model completed quicker and better than I do, based upon these, I'll let you go ahead and pick a license that will fit with the game - I'm not going to bother with protecting these models in their current form with any restrictions, it just isn't worth it.  (If any of the devs want to be meticulous with the licensing thing, I guess in the credits you could say "started by Destructavator" for anything based upon these models.)

[attachment deleted by admin]

Destructavator:
I updated and fixed some more stuff with this one:

- Many internal polys and edges were removed
- Many unnecessary vertexes, extra details on the surface that weren't needed are merged and simplified
- Places where joints will be, especially elbows and knees, are more clearly defined
- Seams have added in places in preparation for texture groups, when I get to creating a texture
- I fixed the mucked-up neck, which was messy before
- I did some work on the arms to make them look better
- I thickened the belt which was too thin before

I feel this one is almost ready for texturing, and then adding a skeleton for animation.

Edit: Since posting the attached .blend file and screenshot I've also fixed an issue with the back of the torso.

[attachment deleted by admin]

Destructavator:
Hmmm...  I did a quick test of the texture groups to see if they would work, and they do, but they don't look anywhere near as good as I'd like them to.

If anyone good at texturing wants to step in with this version, feel free to speak up - Apparently I'm not very good in this area.

[attachment deleted by admin]

TrashMan:
IMHO, you should divide the body in half... makes it easier to texture it - just mirror. Also saves space and you can put more detail in the texture map.

As for unwrapping the body itself to get a nice surface for texturing...eh. Can't help you there.  Didn't figure that one out myself.

bayo:
Doom3 models are often not splited, then maybe its not need at all.

And maybe the UFO:AI engine can't support more than one texture per model. For example model skin we see on the GUI are custom by an only one cvar (then only one texture?). But i am not sure.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version