Voice Actor, Character Artist, Map Maker, 3D Printer kalimando on instagram kalimandoend on twitter

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metamat_c1_render

My initial goal was to test my abilities to the limit and create an unorthodox rig which could easily be expanded upon with completion. The above image is rendered using the same assets which ultimately are used for the source engine version of the character, though its an early version with limited texture work.

blender

The blender rig contains around 116 bones though significantly less end up being used in the final model as they are helper bones for IK targets and such. I wanted to essentially create a dark fantasy version of a cyborg. Given the setup of the rig it could easily be used for less mechanical creatures as well later.

hlmv3

This marks my first attempt at integrating flexes into a model and the process was far less painful as I had anticipated. In truth I had the most trouble setting up the eylid properties successfully.

hlmv4

In the end what surprised me most was how good the normal maps for both the organic and inorganic parts ended up looking in the game ready version. The textures are far too high resolution currently, but I wanted to retain a certain level of detail. They hit a scene for about a gb of texture memory but I plan to make some comprises as I get further on.

hlmv1

After a lot of screwing around I finally got the animation blends to work properly. Most of the files I need to reference to learn this stuff makes me jump through six or so files hunting down what macro does what to where. Because of the non-standard bone setup I haven't been able to get IKChains working yet. Additionally the aimlayer system is giving me some headaches for the move-aim combo. If I can at least get that sorted out the only thing stopping me from completion will be time.

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