Using Black Mesa assets as well as much of our own custom made content, Hazard Course features a complete re-creation of Half-Life's training level, including new dialogue and voice acting, HD models, textures, and detailed environments.
Made by MichaelTannock.
Note: The lambda isn't flipped, the image was simply mirrored.
Full size image here: Goo.gl
Really well done.
Now you just need Gina's head to complete the character. =D
Still, it's a nice female version of Black Mesa's suit.
That'll be up very soon.
Personally I like the one "Operation Black Mesa" mod has drawn up for their Gina.
Moddb.com
But this is still good.
Dude, that HEV completely looks nothing like the one in the original Half Life,
this does
Honestly, I think that one looks TERRIBLE. It looks absolutely nothing like the HEV suit, and it was clearly designed to show off the figure.
But that is concept art.
It also looks like she is wearing a Latex HEV suit since she looks like a pornstar.
Concept art or not, if you look at the HEV suit you shouldn't instantly think "rule 34," otherwise you're not doing it right. Their's is worse than that Hazard Team concept that's less than 50% armor. At least it resembled an HEV suit past a lambda.
I don't think of Rule 34, my instant reaction would be "Oh God, why..?"
I find them to be more or less one and the same.
As long as you guys base Gina's design on either the HL1 hologram or the HD Day One model it should look fine.
Just don't take inspiration from the Decay model, GBX's version looked like a man with a unibrow and makeup.
That is the best comment I have ever read.
Me too. I hate sexism in games
I think it's a very good one.
If you're planning to export this from C4D to smd, i'd strongly recomend I/Ogre (http://skinprops.com/iogre.php) which is able to export rigged and animated models very well.
Also you should use the "Vertex Normal Tool" (http://frostsoft.blogspot.de/p/plugins.html) since Cinema sometimes does a poor job with that.
Also bake your low poly maps with a triangulated mesh with corrected vertex normals, or it might cause some unwanted texture distortion.
You might have noticed that allready when slicing a quad into triangles, sometimes the texture alignment changes depending on which direction you you sliced the quad. That's because the vertex normal calculation changed from beeing based on the quad to based on the triangles.
I think that's what is causing the shading issues on the sole of the boots.
Thank you for the excellent advice.
How she gonna bend those elbows
Magic.