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Centurion WIP Rk3.4 **Released Feb/02/09  XML
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RoadKill v3.4

Wicked Sick!
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Joined: 06/03/2007 18:43:42
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basic skin no teams and released http://files.filefront.com/CylonCenturionUT2004rar/;13243855;/fileinfo.html
skin city link http://skincity.beyondunreal.com/?section=models&action=show_infos&id=712

with renewed confidence (thanks Jefe) I'm starting a new project

click for larger view
work so far



learned a few new tricks from the Cylon that I can apply to this model
this may actually be an easier one than the last...but its still early

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
Jefe

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Joined: 11/05/2008 22:52:53
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That first part there looks spot on. And these would be perfect to go with the last pack.

I'm not sure if I'll have much time to help out with the skin this time, but I can send you my psd files from the last one if you'd like (dust, scratch, color overlays, etc.)

The shader effects from the last one should work pretty well on this new one too, so that should remove some of the work from skinning. You'll need new alpha textures too, but the basic metallic look should carry over well, just needs to be a bit less shiny. The base texture will also need to be more detailed too.

Also a big difference between this model and the last is that these guys are supposed fire directly from their arms. I've seen a few models like that, so it shouldn't be too hard to implement.

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RoadKill v3.4

Wicked Sick!
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I'll probably have them still hold weapons as they do sometimes in the series (not often tho)

I'll wait on the skin files till I get there (lots of work to do yet) but thanks

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
RoadKill v3.4

Wicked Sick!
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well I've made a hopeful decision
...I'm going to try to
a)port this model to UT3 as well as ut2004
b)make an invasion version minus hands with multiple types of arms (one for each weapon)
minigun,Rocket launcher, link gun seem obvious choices

given preliminary observations this should be something I can accomplish
but I haven't worked with the UT3 Editor yet so we shall see
wish me luck cause I'm gonna need it

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
RoadKill v3.4

Wicked Sick!
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phew lotsa work done today
lot more detail work to do but the head is coming along nicely

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
RoadKill v3.4

Wicked Sick!
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need to work on proportions a little other than that zooming along , keeping poly count reasonable too
need to keep it low if its going to work as an invasion monster

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
RoadKill v3.4

Wicked Sick!
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just the hands to complete now and then I'll get a look at him in game to see how he links up
unwrapping/mapping the skin, painting after that , then I'll attempt to get him into UT3 and make an invasion version working (few model adjustments in mind), and smaller/simpler skin file.
a ways to go but most of the fun stuff is done now

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
Jefe

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Looking good! Legs and arms should be close to the same length, and head is a bit too small, but other than that, very nice. I can see you put a lot of effort into this one.

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RoadKill v3.4

Wicked Sick!
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Jefe wrote:
Looking good! Legs and arms should be close to the same length, and head is a bit too small, but other than that, very nice. I can see you put a lot of effort into this one.  


lol just increased the head width and decreased calf width
this has been a lot of fun as all of the Little things I've learned have gone into this
pretty much complete modeling work


going to take a looks at it in game and then clean him up a bit more
hmm head is still to small but that may just be the render not showing all the width tho

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
RoadKill v3.4

Wicked Sick!
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well the poly count is out of control (about double what it should be) but looks great in game
need to work on that and linking to skeletal mesh before mapping/skinning


so back a step before moving forward
EDIT may have found a quick solution "multires" function seems to be perfect YAY no step back just on to the hard stuff LOL

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
greg11

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RoadKill v3.4 wrote:

EDIT may have found a quick solution "multires" function seems to be perfect YAY no step back just on to the hard stuff LOL 

Doesn't multires increase the poly count?
RoadKill v3.4

Wicked Sick!
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it decreases polycount to whatever I set it to (apparently)
the ut2004 meshes that are available use it
and doesn't seem to change the shape when the correct options are checked , but I'll found out for sure

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
Jefe

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Polycount really isn't a big deal if you take advantage of your LOD settings.

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Elite

Godlike
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Joined: 10/21/2007 13:24:50
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The model looks great and all but its missing the detail, it seems too shiny; the detail is lost due to being shiny. And shouldnt the model be a bit bigger than normal models for ex. one of the monsters in the halo skin pack is much larger than the normal skins, maybe the same thing could be applied...

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
RoadKill v3.4

Wicked Sick!
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actually I just used the chrome as a base to see it in game (no painting/skinning done yet)
and I've had to adjust the mesh to link it to the skeletal mesh so it has made him about a head taller than normal models
I can make it larger but I want to maintain the "correct" sizing compared to humans
almost have the skeletal linking complete (hopefully) had some adjusting to do ...
and thanks I'm really proud of this one so far

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
 
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