View Full Version : Heavy Armoured Martian
11-12-2004, 01:58 PM
Have I become to Martians what Cheapy is to Gargs? Perhaps...
But this is one of three models I am currently working on, which include this one, a Martian Cyborg, and a heavy armoured Human.
About 10 hours so far. Some parts I had lying around already.
On to the cyborg.
11-12-2004, 09:39 PM
Very nice style to it, it'll fit into your game nicely. Although i think you should make the envmap on the top of him a little more transparent so you can actually see the aliens head clearly.
11-12-2004, 09:48 PM
I really don't see where all those polygons went, and it seems very top-heavy, like it would fall over easily. It's good, but it could be better.
11-12-2004, 10:28 PM
Got to agree with Mishra, where'd all those tris go to? from what i can see of the wire frame it doesn't look like it should be nearly that high
we need a better wire pic /images/graemlins/smile.gif
11-13-2004, 08:49 AM
Sorry for the tiny wire pic -
Alot of polys are in the head, which will be getting alot of facial animation. I initially made a low poly version of it, but decided to keep the more detailed version when the model overall wound up with less polys than I anticipated.
Low poly head
11-13-2004, 09:23 AM
And the rest of the mesh. Pay no attention to the misaligned pieces at the waist(split there for torso/hip rotation ability, and potential Q3A exporting if I feel ambitious). Those will be lined up better when I rig him.
11-16-2004, 09:17 PM
Teamskins. Got him in game now, all animations, v_weps complete. This is md2, and I was shocked that the vertex deformation was very minor converting to that format.
PS - I am now just noticing the twisting of the left ankle, god damn it.
11-17-2004, 10:43 PM
And now for the Martian Cyborg. My scanner is broken, so I cannot upload the concept I sketched out. There will be a goofy eyeball inside of the round portion of the head. One arm is to be a green alien graft, the other mechanical pincers.
2424 tris, about 5 hours, including unwrapping.
11-18-2004, 10:34 AM
Texture started - I'm branching out...really /images/graemlins/laugh.gif
11-20-2004, 10:03 AM
Default skin - finished /images/graemlins/smile.gif
11-20-2004, 01:06 PM
heh. cool. i like the cyborg the best so far.
his feet look a little bizarre, though. looks like they're not actually attached to his leg-bone.
11-20-2004, 01:07 PM
Are you using Quads for strips for roundness? (as seen in figure A)
See if B could solve some dense polycount problems. Hope this helps /images/graemlins/smile.gif
11-21-2004, 08:47 PM
Thanks all for comments and crits /images/graemlins/smile.gif
CA, on figure B, how would I be able to bend that strip with smooth deformation? Seems it would be zig-zaggy?
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