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UT2kX [Character] Lilian

Discussion in 'Content Releases' started by Aberiu, May 9, 2014.

  1. Aberiu

    Aberiu New Member

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    [Character] Lilian (updated to v2.1)

    [​IMG]

    [​IMG] [​IMG] [​IMG]

    Team colors and wireframe, if anyone is interested:

    [​IMG] [​IMG] [​IMG]


    ~7700 tris with a backpack, two textures: 2048x1024 for the head and 2048x2048 for the body.

    This is supposed to be a remake of something I made 6 or 7 years ago. At least I built her face around the old one, so the face features and proportions are close to the original. However, the armor is completely new (she shares it with Rocket)
    You can have both versions installed, although I'd recommend to remove the old one because it's very lowpoly and low quality, and the armor is absolutely ridiculous.


    UPDATED to v2.1

    Changelist:
    1) Moved the eyes to the body shader and added a reflection.
    2) Fixed the textures being assigned to the wrong LODSETs.
    3) Added a fake fresnel reflection to the body shader (basically just a camera-space cubemap).
    4) Adjusted topology around the eyebrows.
    5) Fixed a dependency issue with a cubemap being linked to Rocket's texture package.


    DOWNLOAD
     
    Last edited: May 19, 2014
  2. Hellkeeper

    Hellkeeper Soulless Automaton

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    Really nice, the body is cool, but as you said, it's a reskin of the rocket one. What really stands out is the face.

    I love your work, it's awesome, keep going!
     
  3. Spiney

    Spiney New Member

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    Very cool!
     
  4. leilei

    leilei ANIME ELF'S !!

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    Nice topology, but isn't that gone to waste if you have to triangulate it for a vertex goraud shading lighting model anyway?

    When I model for such a renderer I just stick to strictly triangles so the normals become a bit rounder for vertex light reflections. Of course that's not really recommended at all on any modern engine with per-pixel lighting
     
    Last edited: May 11, 2014
  5. Aberiu

    Aberiu New Member

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    Quad-based modeling have nothing to do with shading. It makes your life easier while modeling and animating because you can select and edit the whole edge loops. Most of the subdivision-surface modeling methods also work best with quads. I just try to do things the right way.

    Not sure what work going to waste you're talking about. If that's the face then the triangulation doesn't really matter in this case because of the relatively high polycount.
     
    Last edited: May 11, 2014
  6. Wail of Suicide

    Wail of Suicide Member

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    Just wanted to say that your work here rocks Aberiu. Consistently amazing skins & models from you.

    I'm tempted to ask for some kind of statue texture for these ladies because they'd look sick as just statue model / props in a level somewhere.
     
  7. Aberiu

    Aberiu New Member

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    I can upload ambient occlusion textures, but her hair will look strange. It's not supposed to be solid.
    edit: Actually I think Rocket might look fine if I remove her fringe. Tell me if you need the mesh.
     
    Last edited: May 12, 2014

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