Tag Archive for 'De Montfort'

Virtual Classmates Vol. 1

When I left Uni I swiped all the photo’s of my classmates off the network drive. I didn’t get everyone though, some clever people removed theirs. Probably a good idea…

Anyway, first to get the treatment is Deb’s. She left the course and never got round to modeling herself, so here’s my attempt. :)

I’ve yet to UV the arms & hair, though the rest of the model is complete. This has also given me the chance to play around with alpha textures. Before I forget, the poly count currently sits at 2202 tri’s.

Next on the chopping block, will be Monsieur Sauve…

Sunset Player Characters

These three (more like 2.5 really) characters where created for use in the mod I produced, as part of my major project at uni. Two of the models make use of my face and one goes so far as to make me look like Tom Selleck in a sombrero.

I got a pretty good grade from these guys, though there are a few glaring errors in the models. Most notable is the poncho worn on two of the models. Close inspection shows that the pattern runs across the back (of the poncho) in a rigid horizontal line, completely ignoring the flow and hang of the fabric. How I missed this one is beyond me. :)

The guy with the spiky shoulder pad, was originally destined for the UT2004 mod “Shattered Oasis.” However I decided that he’d fit nicely into my personal mod instead. He might still make it, but considering how awkward the weighting was (around the shoulder pad) a complete rebuild would be in order.

A Model of Myself

As part of my third year at university, we had frequent visits from a couple of Codemasters 3D artists. They taught us a lot about modelling and texturing, as well as setting us a project to model ourselves.

After all if you’re going to model yourself, most people are vain enough to do a good job. :)

The brief was simple, produce a model with no more than 2000 polygons (triangles) & a 512×512 texture in *.tga format. The model realised all of the requirements, coming in at 1990 polygons. If we had time, we where also to produce a fantasy model of ourselves. Which should go some way to explaining why my head is on a dogs body…

For the purpose of these shots, the texture quality has been increased to 1024×1024 if memory serves me.

Sunset “Raider” Mesh

So there I was, poking around my harddrive, when I stumbled upon a rendered version of the Raider model. The Raider as he became known was one of the “bad guys,” for the Sunset mod I worked on. Quite gimpy and rather over muscled, you wouldn’t want to meet him in a darkened alley…

If I where to build him again, i’d take a completely different approach to the shoulder pad area (probably make it an individual mesh). It looks quite good as it is, but it became a royal pain when it came down to weighting the model. In the end the in game model was a trade off between several wierd movements & deformations. :)

I’ll post a few more images shortly.

Sunset (UT2004 mod) Designs

What is Sunset? Well other than being that period where day becomes night, it’s also the name of a UT2004 modification that I created for my major project at (Demonfort) university. The project had somewhat simple goals, which ballooned out of control as things began to move along.

Before I go any further, I should probably explain what exactly Sunset was supposed to be. In very simple terms it was a first person shooter, with a Wild West / Mad Max theme. Post apocalyptic in a retro sense if you will.

Originally I had only intended to construct one player character and two vehicles for use in UT2004. Continue reading ‘Sunset (UT2004 mod) Designs’