Steelpoint wrote:The P90 model looks very good so far, I question however how detailed we need the P90 to be since only NPC's will be using fire arms (AFAIK).
Speaking of the MTF model, is there an image on that?
He's been all rigged up and good to go! Some of the best inverse kinematics I've gotten yet, took only about a minute to pose.
You can also see I redid the texture map to mirror UV's to save space and improve on the texture quality in the bottom left window.
Anyhow the pants texture, gasmask lens and stuff is just a WIP, texturing is definitely one of my weaker points. This image doesn't show off the normal map either which I still have to work out a few kinks (cause blender has a rather poor normal map generator at some sharp edges and things).
I want the p90 to look as high quality as possible in order to possibly render out a player view model of it (for perhaps some
purpose in the future). Guns in games have 2 models, one for the one you shoot with on the right side of the screen (called the View Model) and the model which you see NPC's use and on the ground in the world (world model). The latter being lower quality and poly in order to compensate for large amounts of them in a scene possibly.
The MTF model still needs the p90 retopology done and textures. Then animating him is a whole different thing, human animations are a SOB because if you don't get it right, it just looks funny to other people when they watch it (cough, guard walking animations, cough).
I don't know, maybe I'll hire a mocap actor and figure out how to hell to wire mocap information to blender rigs. (Probably unlikely :DDDDD) but right now I also have classes I would not like to fail.