Turbo Squid now require a render with a back ground so I made use of a certain temple Temple. Here are a couple more renders I did for the product page.
The render was a real ball ache for the demo vid, I used ray trace which is much slower than my usual depth map method. One of the renders took around nine hours and I also cleverly overwrote and had to do it twice. Not fun!
The good news is it looks peachy and you get to see all the animations! I think the animations worked really well on this character.
Here’s the complete animation list, I added a few thing since the last post.
20 to 49 Chest Mimic Walk Cycle
60 to 92 ‘Chest Mimic Run Cycle
110 to 136 Chest Mimic Chest To Mimic
150 to 209 Chest Mimic Idle
240 to 264 Chest Mimic Attack One
290 to 320 Chest Mimic Attack Two
350 to 374 Chest Mimic Attack Three
400 to 465 Chest Mimic Death One
490 to 580 Chest Mimic Death Two
590 to 600 Chest Mimic Turn On Spot Left
620 to 630 Chest Mimic Turn On Spot Right
650 20 665 Chest Mimic Dodge
680 to 690 Chest Mimic Fall
700 to 710 Chest Mimic Land
720 to 730 Chest Mimic Hit Reactions Front
750 to 760 Chest Mimic Hit Reaction Left
780 to 790 Chest Mimic Hit Reaction Right
810 to 815 Chest Mimic small hit reaction Front
820 to 825 Chest Mimic small hit reaction Left
830 to 835 Chest Mimic small hit reaction Right
860 to 940 Chest Mimic Incidental
940 to 950 Chest Mimic Mimic to Chest
950 to 980 Chest Mimic Chest Form
Attack One also works as a jump, games characters have to have a jumping attack it’s the law.
As with the last games character I did (the Ninja) this model ticks all the boxes for game ready, a one piece clean mesh, zeroed, low poly and bind pose included. With these models I basically just build them to the same specs I did when I was working for games studios, in fact if anything they are higher quality because I can spend more time on them.
Here's a link to the model on Turbo Squid.
0 comments:
Post a Comment
Comments welcome, this is a dofollow blog.