Wednesday, 10 April 2013

Final Project - Scout Model

As i mentioned previously, i was considering the use of models from the game Team Fortress 2 as an option for creating different characters, i found this rigged version of the Scout through a simple Google search.



After some issue with the textures not working (this was simply down to file location issues), i was greeted by the model you see above.

It's a very well rigged model, nothing is done through direct interaction with bones, it's fully controller based. Here couple of poses i whipped up, well i say whipped up, this is a very complex model to pose, so it took rather longer than i'd have liked and is making me re-estimate how much time this project will take me.... *gulp* anyway, here they are, i'm particularly happy with the second (despite the awkward left arm):



I believe this model will be great as an asset and also as an aid for my idea's, with this model i have a theme i can build around.


Notes on the scout as a model/character:

- Given the amount of time taken to pose this model i believe i will have to re use animations like run cycles where possible, by storing them in negative frames.

- Scouts character is very sarcastic, i can try to imitate this or create my own character using the scout model, however, i find that seeing a well known character given a new personality to be quite jarring. I would like to avoid this if possible.

- Scouts character is very quick and agile, therefore his movement will have to reflect this.

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