Development > Artwork
Another try at a (muscular) new soldier model
Destructavator:
OK, I've found that the new soldier model I've been working with for some time is definitely too thin and when I try to make it muscular it won't animate right with where the verts are, and the texture gets messed up as well.
This is (again) a new incarnation that is stockier and has all the verts in the right places for most animations, the texture could come later when I'm done tweaking the mesh.
I'm still adjusting the shape a bit, but, opinions?
(The old in-game body model is also shown for reference, and the head won't be exported with the body, its just there for animation purposes and will be replaced by a tag during export.)
Mattn:
nice work.
vedrit:
Yeah, looks good.
But I think that both models (stocky and thin) could come in handy, give some diversity to the soldiers; Not all soldiers are built like tanks (heh, a silly)
Destructavator:
--- Quote from: vedrit on February 28, 2010, 07:06:37 pm ---Yeah, looks good.
But I think that both models (stocky and thin) could come in handy, give some diversity to the soldiers; Not all soldiers are built like tanks (heh, a silly)
--- End quote ---
Very true - At this point the previous, thin model is still in the data source, and I don't plan to throw it out.
I've just put the latest model in the SVN, along with a temporary, quick-and-dirty placeholder texture. This time around I think we should hold off a little on a permanent texture until I do some animation work, because I may have to adjust the model a bit and that would potentially mess up a detailed skin.
MCR:
Hey Destructavator !
Great work !
Have you looked at the makehuman nightly builds (latest versions) lately ?
http://download.tuxfamily.org/makehuman/nightly/
The models generated are naked as you know & have too much detail, but can be easily imported in blender using a python script which then adds an import-function for *.mhx (MakeHuman file format) into the import-menu of blender & you get the model imported fully textured & with all the stuff for easy posing & animating the model...
I know that these models are to detailed to be used in-game, but I am quite sure that the different head-models could be designed with makehuman, maybe then reduced in polycount & edited in Blender ?!
& their roadmap is quite interesting too:
http://sites.google.com/site/makehumandocs/road-map
especially 1.0 Beta3 where they want to integrate clothes (maybe a way to get the different armors in a more convenient way) & 1.0.1 Alpha scheduled for the end of 2010 which will integrate 'Fantasy Creatures' ;D
Navigation
[0] Message Index
[#] Next page
Go to full version