I’ve uploaded final versions of Ryan & Cat, along with Spike & Sombrero Boy they’re now considered complete. :)
Now to finish off the other models I have laying around…
loves you like a drunk space invader
I’ve uploaded final versions of Ryan & Cat, along with Spike & Sombrero Boy they’re now considered complete. :)
Now to finish off the other models I have laying around…
I’ve updated two of my older models, with new textures and in some cases partial rebuilds. Sombrero Boy has recieved new textures and gun / pouch meshes, while Spike has had a complete overhaul.
Spike was previously known as “Raider” and looked bloody awful. He’s had about 60% of the mesh rebuilt, as well as completely new diffuse and specular textures.

If you read the rest of the article, there’s a picture of the old Raider to be found…
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.
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.
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